Demo Reel of John "J.Walt" Adamczyk
Witness some of the highlights of my varied career in CGI.
(mpeg-4, 37.5Mb)
If you have trouble playing it, perhaps you need the DivX codec?
This movie contains the following highlights of my resume:
Led team to create media for a multi-screen interactive ride experience, with interactive CGI host. Created the budget and assembled the team to create the video and audio for a unique experience, which opened at Sony headquarters in Berlin and at Mediage in Tokyo. Worked with executives from Apple Records to create a ride film that complements the classic animated film. Also created a real-time computer-generated puppeted host who interacts with the audience during the ride.
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Journey to the 4th Dimension (1989)
This was a theme park ride for Harper Films and Landmark Entertainment and created at deGraf/Wahrman. I did pre-visualization, motion planning, and technical direction.
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Little Church and Spheres (1995,present)
Personal art projects keep me busy in my spare time. Little Church was shown at Siggraph '95, and Spheres (working title) is a work in progress.
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The Funtastic World of Hanna-Barbera (1989)
This was the first CG theme park ride film. It was created for the opening of Universal Studios, Florida, where it still runs today. There were a lot of talented people on this project, at all levels. I created used a system for real-time pre-visualization and motion planning, and was lead TD on the castle interior.
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Stitch Photo Booth (2002)
Here's my latest system to animate characters in real-time. It's one of the most sophistcated systems of its type, because it's so simple to operate. This version of Disney's Stitch is controlled by a puppeteer using a microphone and a gamepad. He animates at around 30 fps. Isn't he cute? I've been making interactive characters off and on for a while. Other real-time characters I've done over the years include Mickey Mouse, Felix the Cat, Captain Fred, and Mike, The Talking Head for Siggraph 1988.
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Hyperbowl game (1999)
This is one of three games I designed and produced for Sony's Entertainment Center in San Francisco. It was an uphill process to push this quirky design forward, but it turned out to be the most successful game in the center, and even became the basis for a spin-off company.
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Aladdin VR (1994)
When the term Virtual Reality was hot, I was one of the key members of the group that made the best VR system at that time. We were drawing detailed painterly scenes at 60 fps, with stereo head-tracking HMD's, and little characters arguing about watermelons. Some of this footage shows a motion-capture system I implemented that allowed characters to be animated within the virtual world. We eventually allowed people to experience this attraction a Epcot Center in Florida in 1994. The system I co-created was later used in DisneyQuest attractions. |
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