Join us as art director/production designer Patrick Hanenberger swings by to tell us his thoughts and process in building worlds for feature films & video games.
What does a mashup of 1980s cartoons, video games, the A-Team, Terminator, dystopian laden-pop culture do to an eighties child? It grants him a career title known as “world builder.” Patrick Hanenberger takes the film and gaming audience into lush fictional worlds such as a fairytale pastoral field to a war torn, singed Ancient Rome, as an Animation Production Designer.
His career branched out from commercial graphic design, 3D modeling to currently co-owning a design consultant company, “The Neuland,” with seasoned Concept Artist, Margaret Wuller. With their 13 years experience, they’ve worked for Disney, DreamWorks, Crytek/Microsoft Studios among others creating the concept art, visual development of environments, props and character designs for 3D animation projects.
World building is all about selling the mood and space for characters to act in. Basically, the imaginary world is defined by six parts: biology, geography, physics, economy, history and sociology. In the initial stages of animation production there is a focus on the details of concept art, character design, style guide, typography, textures, lighting, and modeling. On the broader side, the design manager oversees the linear, circular workflows of the creative production from concept to the finished product.