Gaël Seydoux, Technicolor - Qepler Summits And Conferences

Gaël Seydoux

Research & Innovation Director
Rennes, France

Gaël leads the Technicolor Research & Innovation team responsible for developing immersive media technologies, including: Virtual and Augmented Reality, Light Field, Realtime VFX and other technologies that are transforming the way consumers experience content and entertainment.

He manages a team of engineers and scientists who are dedicated to supporting all of Technicolor’s business units – including MPC, The Mill, MrX and Mikros – that require new technologies and IP offerings that bring emerging immersive experiences to market.

He has spent 15 years as a CG and VFX leader creating narrative experiences on stop motion animated short projects as well as immersive Omnimax 3D movies (Dino Island, Mad Racer). He has led teams for movies and TV series on projects that include: Insektors, Batman Begins, Asterix and Obelix: Mission Cleopatra, Immortal ad Vitam, Alien vs. Predator, Harry Potter and the Goblet of Fire, Captain Scarlet, and Crimson Rivers.

He also has an extensive background in the gaming industry. For nearly a decade he applied his technical and creative expertise in the video game Industry at Sony then Ubisoft. He has produced games for the wii and Kinect platforms (Red Steel 2) and developed ground-breaking applications for Battle Tag (a laser game assisted by computer) as well as Drawsome Tablet (a drawing platform connected to the Wii).

Gaël graduated with a Master degree in Graphic Design and Computer Graphics from l’Ecole Nationale SUpérieure des Arts Décoratifs (Paris), and earned a Masters in Economics from University Paris 1 – La Sorbonne.

Related Sessions:

R&D Transformation
Summit 2018

Review and apply the latest solutions and technologies for greater R&D process efficiency and speed to market.
  • 27 Sep 2018
  • Berlin, DE
  • Technology
Day 1: Thursday, 27 September 2018
CASE STUDY: Managing Innovation across the full pipeline: From Acquisition to editing and distribution of Immersive Content.
  • Working with various “clients” within inside a Research portfolio dedicated to Immersive Media.
  • Adressing Innovation and Research topics in a world of short term Business needs: The Entertainment Services Business Unit paradigm.
  • Managing a Research strategy across the full spectrum: from acquisition to distribution of Immersive Content.
  • Leveraging expertise and talent profiles and making them collaborate to address Research & Development at the same time.
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