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Say yes to more

More Arnold. More Bifrost. More value.

More processing power. More high-quality renders. More opportunity.

Say yes to an Arnold 5-Pack, and Bifrost, now in the collection

Exclusive: 5 licenses of Arnold

Get more processing power. Arnold delivers fast, film-quality interactive rendering for tackling heavy datasets, complex scene files, and lighting challenges. This 5-pack – valued at $2,370 – is included when you subscribe through a representative.

Image courtesy of Vladimir Minguillo

Exclusive: 15 nodes of the Bifrost engine

Process more complex effects simulations, faster. Bifrost’s visual programming environment allows TDs and artists to proceduralize and automate reusable, high-performance particle systems (including smoke, fire, sand, and snow) for feature-level VFX.

Grow your creative studio - not your budget

See how the Media & Entertainment Collection gets you more for less.

Media & Entertainment Collection

If purchased separately

Maya (now with Bifrost)

Build detailed 3D characters and worlds

Included

(with 15 Bifrost nodes*)

*up to 15 machines using Bifrost Engine per authorized user

$1,545.00/year

(with 3 Bifrost nodes*)

*up to 3 machines using Bifrost Engine per authorized user

3ds Max

3D modeling for games and animation

Included

$1,545.00/year

Arnold (5-pack license)

Global illumination rendering software

Included

$2,370.00/year

Additional software

Sketching, reality capture and other specialty software, including MotionBuilder, Mudbox, ReCap Pro, SketchBook, and Character Generator

Included

$2,230.00/year

Total cost

Per year, single-user access
(Multi-user access also available)

$7,690.00

$2,145.00

Save $5,545.00

With the whole collection, you’re not just getting a full set of the best tools the industry has to offer, you’re also saving a bundle.

Contact us

Talk to our expert team

Get the collection for /year

The whole collection lineup

From character and environmental design, sculpting and texturing, to reality capture, animation, and batch rendering, the Media & Entertainment Collection supports both Maya and 3ds Max workflows, providing an end-to-end solution—and more opportunity—for your creative studio.

The collection in action

  • Qvisten: Saying yes to bigger animation projects

  • Splash Damage: Keeping game development creative

  • Cinesite: Attracting the right talent

  • With five licenses of Arnold included, the collection was a no-brainer for Qvisten Animation when ramping up for a big feature. (video: 1:47 min.)

  • The collection’s end-to-end toolset allows Splash Damage to shift their focus away from software and toward sharpening creative skills.

  • Having both 3ds Max and Maya in the collection helps Cinesite attract—and more quickly onboard—the top talent they want to hire. (video: 1:36 min.)

Say yes to more

The Media & Entertainment Collection offers more than ever before, and is available for single-user access or teams sharing licenses with multi-user access.

Fill out the form and we’ll contact you to answer your questions about the collection.

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Splash Damage
Keeping game development creative

We talked to the folks at Splash Damage, a gaming studio in the UK, and developers on games such as Wolfenstein: Enemy Territory, Brink, Dirty Bomb, and the Gears of War franchise. From their humble roots, the studio has stuck to its guns when it comes to their values, ‘Always Learn, Always Improve’ being one.

From gamers to game developers

Co-Founder and CEO Richard Jolly will be the first to admit that the studio has grown up a lot over the years. The studio was born out of the gaming community: the founders met online playing games, none of them had any development experience, and they worked together remotely for a year before meeting in real life. Their big break came when their first game deal came along, which allowed them to move into an office and start working together, face-to-face.

The DNA of the studio is team based multiplayer games – harking back to where they first started as a group of friends that met playing Quake online. Splash Damage wants to bring that experience into the games they’re building and create lifelong friendships that carry on beyond the game.

Starting off as a team that didn't really know how to make games, they worked their way through iteration and trial and error – today, Splash Damage boasts a team of close to 350 strong.

Development requires flexibility

“One of the advantages for us switching from a perpetual license to a subscription license was the ability to scale-up the team or scale-back the team in terms of the seats on demand,” says Ben Hopkinson, Splash Damage’s VP of Information. Very often, game developers end up leaving it to the last minute and they might need an extra 10 or 15 people to come onto the team and give them that boost to get over the line to finish the game.

“In the past, that would've required a really large capital outlay, whereas now we can add these licenses short-term to the seat count, so we can pay just for what we need when we need it.”

Being an art-focused studio

“The pursuit of mastery is important for us,” says Richard Jolly. “I think that to be an art-focused studio, it's important that we're always honing our skills and not resting on our laurels. To not have software get in the way is really important for us.

How do you make things easier for everyone? The tools are at the heart of that. And the more efficiency and the more effectively people can work, then the better it is for everyone. Learning doesn't stop when you leave education. Things are changing on a month-by-month basis, to the point where you have to keep your skills honed.”

Empowering artists with a choice of tools

Lily Zhu, Lead Environment Artist, says that “Having the freedom to use whatever tool you need to use means, ‘Yeah, sure, I can do this.’ As long as I have the tool, I always can do this. There is never a discussion about, ‘Do we use 3ds Max, or do we use Maya?’ We're not talking about tools anymore. This liberates us to talk creativity, and to talk about the game only.

With the Media and Entertainment Collection, the benefit is that if we have some downtime, the artist can teach another artist how to use 3ds Max or how to use Maya, and they can further build on what they know already. This is what we do: Always Learn, Always Improve.”

Got a question?

Our expert team can help you find the right solution.