IFCC 3Q Interview // Brajan Martinovic

1. How did you get started in your field and what advice can you offer enthusiasts and beginners?

My involvement began in a very typical way that involved watching Star Wars, Jurassic Park and Astma. Two of which I still love deeply.

Beginners shouldn’t worry much about choosing their software. They are all good and tutorials are easy to find. Instead they should focus on getting started and finishing a simple project and work their way towards the more complex ones. It’s not good to start with big ideas and don’t use excuses such as ”yeah but it’s anatomically correct” or ”but that’s exactly what I intended” when something doesn’t look right. Been there, done that.

2. What was your favorite project so far and why?

My commercial projects were the essential part of my learning, but the ones I really enjoyed were my personal animation and game projects  that I rarely finish. My favorite time is when I was deadline/client free to try things in 3D that I would have never had the chance to do. Specifically character design and gameplay prototyping. Some of my favorite projects were: The UDK project, the Unreal Engine 4 learning thing and the Starpoint Gemini 2 development that gave me a great chance to improve my sci-fi picture making workflow.

3. How will you be involved in IFCC 2015 and what do you expect from the festival?

I hope to make enough new personal material by the summer, particularly a small game in Unreal Engine 4 and take the participants through the process of making the visual assets and the gameplay logic. After a quick glance at the guest list. I expect a truly mindblowing event

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