Bradley "Gmunk" Munkowitz goes behind the scenes in creating ornate and futuristic interface graphics for the movie Oblivion
Look at this. This is just flat out beautiful. Not only that, but it has the very iceberg-y quality of something that someone spent hours and hours toiling over but that will only be seen for a few seconds at a time. As an added bonus (or curse?), you won’t be able to watch a sci-fi movie after this without paying very close attention to all the screens.
Watch the reel at the top of the page, click through the slideshows, and watch the interview with the director (and Gmunk) about their process. You get to see him nerd out over grids, I love it. Highlight: As intricate as the whole thing is, Gmunk still humbly refers to it as “just dots, lines, and circles, really”
Most video games don't animate dogs correctly. Kevin Cancienne isn't having any of it.
You know how corgis are basically small furry motorcycles? At the very least, according to Kevin Cancienne, they both lean in to counterbalance when they make turns at high speeds. In this talk at the game design conference PRACTICE, Kevin describes the trouble he went through learning every detail about how dogs move so players could accurately feel immersed in his game.
Ben Burtt, sound designer on WALL-E, talks about how he created a universe "from the sound up"
Foley artists are some of the coolest people precisely because not a lot of people know they exist. Originally I had written a bunch about what Foley is and why and how the people that do it are awesome but the first 15 seconds of this video explain it better than I ever could, so just watch it. Highlight: Burtt uses a slinky to create a laser gun noise.
(Be sure to watch Part 2 as well!)