3D Artist Career Paths: from Video Game Cinematics to Films



Join artists, Fausto De Martini and Seth Thompson, at Gnomon on Thursday, August 27th, as they reveal the evolution of their careers through video games and, in Fausto’s case, into films. They will share the highlights of their experiences as well as the struggles, and offer insights into how they have made names for themselves in the competitive CG industry. If you’re a student, hobbyist, or professional artist looking to embark on your dream job in the video game or film industries, this evening will be a valuable resource. Fausto and Seth will provide priceless information on how to stay competitive in the field, as well as how to take important steps to make your work stand out from the crowd. What’s more, both Fausto and Seth will give live design and modeling demos of recent personal works, including an exclusive look at Fausto’s Project Edge.

The event is free and open to the public. Entry is by RSVP only, and seating is first come first served. If you can’t make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from anywhere in the world.


7:00 pm – 7:40 pm: Seth Thompson and Fausto De Martini – Career Paths
7:40 pm – 8:00 pm: Audience Questions
8:15 pm – 9:00 pm: Seth Thompson Live Demo – 3ds Max, ZBrush, and Photoshop
9:00 pm – 9:45 pm: Fausto De Martini Live Demo – Designing in 3D
9:45 pm – 10:00 pm: Audience Questions

Guest Speakers

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Fausto De MartiniConcept Artist/Illustrator

Fausto De Martini is a Concept Artist in Los Angeles with an impressive background in video game cinematics. He recently embraced the opportunity to change career directions to work as a Concept Artist/Illustrator in an Art Department for movies. He began his career as a Freelance CG Generalist based in Sao Paulo, Brazil, and later relocated to the United States to work at Blizzard in the Cinematics Department. He has worked on many film titles, including RoboCop, Transformers: Age of Extinction,Terminator: Genisys, Star Wars: Episode VII, and most recently the Avatar sequels. See more of Fausto’s work at

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Seth ThompsonCinematic Artist

Seth Thompson has over 15 years of professional experience working in the video game industry as a Cinematic Artist. His credits include Warcraft III: Reign of Chaos ,StarCraft II: Wings of Liberty , Diablo III, Overwatch, Final Fantasy XII, and Final Fantasy: Advent Children . Seth currently lives and works in Southern California. Prior to this, he worked for several years in Tokyo, Japan at Square Enix as a Set and Prop Modeler. When he isn’t working on perfecting his CG art, he can be found surfing, cooking, playing video games, dressing in cosplay, and spending time with friends. See more of Seth’s work at

Sculpting Human Anatomy — From Clay to ZBrush



Join Glauco Longhi at Gnomon on Thursday, August 13th, and discover the importance of anatomy in character creation for the entertainment industry. Glauco Longhi is a traditional and digital sculptor, currently employed as a Character Artist on Uncharted 4 at Naughty Dog in Santa Monica. Explore how traditional sculpting foundations can set you in good stead for better digital models, and how to apply your skills from one medium to another. Learn how to set up the ZBrush workspace for fantastic results and follow along with Glauco’s live ZBrush demo of a human torso. He will teach the key tools and techniques that help him perfect his character models. The presentation will include both traditional and digital techniques that will be suitable for beginners and professionals alike. Throughout his presentation, you’ll find out how this Brazilian sculptor made a name for himself in the digital arena and secured a job at one of video game industry’s hottest studios.

The event is free and open to the public. Entry is by RSVP only, and seating is first come first served. If you can’t make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from anywhere in the world.


7:00 pm – 8:00 pm: Discover traditional sculpting skills for digital sculptors
8:30 pm – 9:30 pm: ZBrush techniques plus live sculpting demo
9:30 pm: Audience questions

Disclaimer: This is a solo event; the artist will not be discussing Uncharted 4.

Guest Speakers

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Glauco LonghiCharacter Artist at Naughty Dog

Glauco Longhi is a traditional and digital sculptor, currently employed as a Character Artist on Uncharted 4 at Naughty Dog in Santa Monica, California. His career started in 2006 while studying a Film degree; he began working with video editing and then later shifted to become a 3D generalist. In 2006, he discovered his passion for modeling and sculpting when he took a sculpting class by Alex Oliver in Brazil. Following a few years working in various studios, Glauco started a company in Sao Paulo, Brazil, which ran from 2010 to 2013. During this time, he held various master classes for artists on traditional sculpting, both on-site and on location. He also traveled Brazil and worked on more than 30 projects for clients, from short films to feature movies, TV shows, commercials, collectibles, and more besides. In 2014, he decided to take his career in a new direction, and into video games. In January 2015, he joined the Naughty Dog crew as a Character Artist. His passion for art is contagious, and his eagerness to stay on top of his skills – both in the traditional and digital fields – is nothing short of admirable. His skills speak for themselves, and they just keep getting better!

Designing The Avengers: Age of Ultron



Join us Saturday, August 8th to journey behind the scenes of Avengers: Age of Ultron. Head of Visual Development Ryan Meinerding, Digital Sculptor Josh Herman, Lead Concept Artist Andy Park, plus a team of talented Concept Artists and Illustrators from Marvel Studios will take to the Gnomon Stage to reveal their design secrets and share their experiences in reassembling the Avengers for 2015’s blockbuster hit.

The panel of concept artists and illustrators includes Ryan Meinerding, Rodney Fuentebella, Andy Park,Josh Herman, Charlie Wen and Phil Saunders. Between them, these incredible talents have worked on a multitude of superhero films, including Guardians of the Galaxy, Marvel’s The Avengers, Captain America: The First Avenger and Captain America: The Winter Soldier, Thor and Thor: The Dark World,Iron Man 3, and most recently Ant-Man. If you’re in the Los Angeles area don’t miss this opportunity to meet these remarkable talents, learn more about the concept art and character creation for Age of Ultron, and pitch your burning questions to the artists.

The event is free to the public and attendance is RSVP only, with seating offered on a first-come-first-served basis. Due to the popularity of this event, we advise arriving in good time to avoid disappointment.

The Cinematic Art of Marvel at Gnomon Gallery

From 8:00 pm, the Gnomon Gallery will be hosting a brand new exhibition, The Cinematic Art of Marvel. This is a fantastic opportunity to meet with the speakers, get up close with the incredible artwork, and grow your industry network.


6:00 – 8:00 pm: Designing The Avengers: Age of Ultron
8:00 – 11:00 pm: The Cinematic Art of Marvel

Guest Speakers

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Ryan MeinerdingHead of Visual Development at Marvel Studios

Ryan Meinerding grew up in Ohio. He studied at the University of Notre Dame before making it out to California to continue his education in illustration. While attending classes, he was lucky to get hired by his hero, Iain McCaig. After working with Iain on a version of John Carter of Mars for Jon Favreau, Jon hired him on his next project: Iron Man. Ryan has gone on to work on almost every Marvel Studios movie from that point and is now Head of Visual Development.

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Rodney FuentebellaSenior Illustrator at Marvel Studios

Concept Artist Rodney Fuentebella has worked on various projects for Electronic Arts, Atari, Rhythm and Hues, Dreamworks Animation, and WIRED magazine, as well as various other entertainment and commercial projects. Fuentebella has created key-art illustrations and character designs for Captain America: The First Avenger, Marvel’s The Avengers, Iron Man 3,Captain America: The Winter Soldier, the upcoming Marvel’s The Avengers: Age of Ultron and other upcoming Marvel Studios films.

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Andy ParkLead Character Concept Artist at Marvel Studios

Andy Park is a Lead Character Concept Artist at Marvel Studios. He began his career as a comic book artist for about a decade working on such titles as Tomb Raider, Excalibur, and Uncanny X-Men, before making the transition to work as a concept artist on the Sony Computer Entertainment America God of War video game franchise. In 2010, Andy joined the newly formed visual development department at Marvel Studios to help create the look and feel of the characters and films of Marvel’s Cinematic Universe. He has worked onThe Avengers, Captain America, Thor, Iron Man 3, Thor: The Dark World,Captain America: The Winter Soldier, Guardians of the Galaxy, and the highly anticipated films Ant-Man and Avengers: Age of Ultron.

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Josh HermanDigital Sculptor at Marvel Studios

An alumnus of Gnomon, Josh began his career at Legacy Effects on projects such asReal Steel, The Amazing Spider-Man, Total Recall and Marvel’s The Avengers. Josh left Legacy to try his hand at games, working for Naughty Dog on Uncharted 3: Drake’s Deception. He was then recruited by Marvel Studios, where he worked on films such asIron Man 3, Thor: The Dark World, Captain America: The Winter Solider, Guardians of the Galaxy and Marvel’s The Avengers: Age of Ultron. Additionally, Josh has taught at CGworkshops, CDA, Stan Winston School, and is currently teaching at Gnomon. He is currently developing his own IPs for short stories and games.

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Phil SaundersFreelance Concept Designer

Since 2001, Phil Saunders has been contributing designs for characters, vehicles, environments and props to films from nearly every major studio. His involvement with Marvel Studios began with Iron Man, and has continued through almost every Marvel production featuring the popular character. Before working in film, he was the Creative Director for Presto Studios, an Automotive Designer for Nissan Design International, and a Freelance Designer of location-based entertainment.

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Charlie WenPrevious Co-Head of Visual Development

Charlie has won numerous industry awards, concept designed and headed Visual Development for Marvel Studios, Sony Computer Entertainment, Imagi, Digital Domain, Disney, DreamWorks, Warner Bros., and Legendary Pictures, for a multitude of projects in feature films, video games, and animation. In his early career, while forming the Visual Development team at SCEA, Charlie defined the art style for Sony PlayStation hits God of War 1 and 2. He later joined Marvel Studios where he co-founded/headed Marvel’s Visual Development team, which defines the consistent look of the films, its characters, and key moments. Charlie is now focusing energies on personal stories and game projects.

Anatomy Lab: Designing Creatures for Film



Join Steve Lord and Ian Joyner at Gnomon on Saturday July 25th for an afternoon of enlightening creature anatomy tips and tricks. These two experts are uniting at the Gnomon Stage to offer the inspiration and instruction to those looking to add an extra level of realism to their creature concepts. Steve Lord will be focusing on perfecting animal anatomy, demonstrating how to add second- and third-level details. Ian Joyner will discuss creating concepts for films, walking you through the creation of a bird-like creature as he tackles the modeling of plumage. Both artists will discuss their personal techniques for adding final details to models for the perfect finish. The event will offer four hours of practical advice and workflow solutions for you to apply to your own modeling practice.

The event is free and open to the public. This is a fantastic opportunity for students, hobbyists and professionals alike to learn from two masters at the Gnomon campus in Hollywood, California. Entry is by RSVP only, and seating is first-come, first-served — to register for free, sign up today. If you can’t make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from the comfort of your home or studio.


12:00 pm – 1:45 pm: Steve Lord – Modeling Animal Anatomy
2:15 pm – 4:00 pm: Ian Joyner – 3D Creature Concept Design

Guest Speakers

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Ian JoynerFreelance Character/Concept Artist

Ian Joyner specializes in crafting conceptual character artwork for a variety of films, games, products, and commercial illustrations. Having worked on a plethora of top movies and games over the last decade, including The Amazing Spider- Man, The Avengers, and The Hunger Games to name a few, he has helped many directors and creators bring their visions to life, from pitch to completion. Ian worked for six years at Legacy FX (formerly Stan Winston Studios), and prior to that he worked at Blur Studio creating characters for everything from film pitches to critically acclaimed video game cinematics. Ian feels lucky to be able to live his dream creating monsters, superheroes, and fantastic new worlds!

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Steve LordArtist

Steve Lord has been sculpting professionally since the age of 19, winning the National Sculpture Society competition for young sculptors. He’s since worked for Rhythm and Hues, Odd World Inhabitants, and Frank Frazetta to mention a sample of his impressive clients. His work spans from fine art, public commissions and collectibles, to video games and theme parks. In 2014, he successfully funded a Kickstarter project to realize the manufacturing of a Canine Anatomy Sculpture. Currently, he is working for McFarlane Toys creating a variety of highly realistic collectible figures. His passion extends to figurative sculpture, with a focus on animals, drapery, and human anatomy.

Headspace: An Evening with Naughty Dog

Join us at Gnomon on Thursday June 25th for a very special Headspace panel with 10 of Naughty Dog’sfinest artists. Gnomon’s community-driven Headspace events are an opportunity for students, junior artists, and industry enthusiasts alike to gain valuable insights into how professionals climb the career ladder, and what it takes to be a skilled artist working in entertainment. The talented panel of Naughty Dog speakers will offer priceless inspiration and guidance for those looking to break into the video game industry, as well as those interested in furthering their skills in games or making a shift from film and TV. This is a superb opportunity to meet with professionals, network with your peers and likeminded artists, and to grow your skillset. There will also be chances to have portfolios reviewed by the Naughty Dog artists present in the intervals. So come prepared!

As with all Gnomon’s Headspace events, a 30-minute Q&A session will close the evening. The event will be held at the Gnomon Stage on Cahuenga Blvd in Hollywood, California. The event is free and open to the public. Entry is by RSVP only, and seating is first-come, first-served — to register for free, sign up today. If you can’t make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from the comfort of your own sofa or studio.


7:00 – 8:00 pm: Game Character Creation Panel: Hans Godard, Yibing Jiang, Adam Scott
8:10 – 9:10 pm: Video Game Environments: Ana Cho, Alice Gionchetta, Aaron Limonick, Adam Littledale
9:20 – 10:20 pm: Technical Art: Christophe Desse, Andrew Maximov, Neilan Naicker
10:30 – 11:00 pm: Q&A Session

Disclaimer: Please note that the Naughty Dog speakers will not be discussing current game projects.

Guest Speakers

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Ana ChoTexture Artist

Ana Cho started working as an Environment Artist in the video game industry in 2008. After graduating, she relocated from Vancouver to California, where she has since been working at Naughty Dog as an environment Texture Artist. She worked on The Last of Us and is currently part of the team working on the Unchartered series.

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Christophe DesseTechnical Artist

Christophe Desse has worked as a Special Effects Artist and Modeler for advertising, TV, films, and games. Having already worked in France, Germany, and Singapore, he is now working at Naughty Dog Santa Monica as an Environment Artist. When not working on industry-defining AAA titles, he enjoys creating stylized characters and super-charged muscle cars.

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Alice GionchettaTexture Artist

Alice Gionchetta is an Environment Texture Artist at Naughty Dog who started her career in 2007 in her home town Milano, where she also studied traditional and digital art. After working as an Environment Artist in Italy, and also in the UK in 2013, she moved to sunny California to realize her dream job of creating textures for her favorite game company.

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Hans GodardCharacter TD/Rigger

In 2008 Hans Godard began his career in France as a Character Rigger for advertising, 3D TV shows, movies, and video games. Combining his excellence in mathematics with his lifelong love for drawing, he began to focus on computer graphics. As a result, he is now working at Naughty Dog as a Character TD/Rigger, writing tools and new tech for all projects.

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Yibing JiangCharacter Shading Artist

Yibing Jiang is the Shading Artist at Naughty Dog who is in charge of skin, hair, eyes, fabric, and surface shading for all Uncharted 4: A Thief’s End characters. Her professional experience includes work performed for Naughty Dog, Pixar Animation Studios, Walt Disney Animation Studios, Ready at Dawn Studios, and Dreamworks PDI.

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Aaron LimonickConcept Artist

Aaron Limonick was born in Los Angeles and has been working as a Concept Artist since 2004. He landed his first job with Activision at Neversoft Entertainment, and later moved to San Diego to work at High Moon Studios. After moving back to LA in 2011, he began working on feature films for top studios, and later joined Naughty Dog to work onThe Last of Us and Uncharted 4: A Thief’s End.

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Adam LittledaleEnvironment Modeler

Adam Littledale is an Environment Modeler at Naughty Dog who has, over the last four years, proudly contributed to the environments seen throughout the Uncharted series. Prior to embarking on a career in the video game industry, Adam worked as a Graphic Designer for over 10 years on a variety of projects for clients including Nintendo, Nike, and Electronic Arts.

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Andrew MaximovArtist

Andrew Maximov is a senior Artist in video games whose career spans seven years, three countries, and 12 projects. His work has been featured on some of the biggest game art communities, written about by Game Developers Magazine, and awarded the grand prix of Montreal International Game Summit Art Gallery. He’s currently working on Uncharted 4: A Thief’s End.

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Neilan NaickerDynamics Artist

Neilan Naicker studied Mathematics, Physics and Computer Science at the University of Cape Town in South Africa. He started work as a VFX TD at BlackGinger in Cape Town, creating VFX in Houdini for commercials and films. He started working at Naughty Dog in 2011 as a Dynamics Artist and has contributed to two shipped PS3 titles, Uncharted 3: Drake’s Deception and The Last of Us.

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Adam ScottCharacter Artist

Adam has spent over nine years in the video game industry as a Character Artist working between several studios. His credits include The Bourne Conspiracy, Prototype,Prototype 2, The Last of Us, and he is currently in production on Uncharted 4: A Thief’s End at Naughty Dog Santa Monica. Adam has a passion for games, and regularly enjoys both PS4 and tabletop games.