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pushing-pixels.org

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2007
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Website review

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What is Pushing Pixels?

Pushing Pixels is the personal website of Kirill Grouchnikov, a Google Play team member who writes about the craft behind visual storytelling. It is not a news site or a tutorial hub; it is a collection of long-form interviews and essays, organized around three main strands.

What you will find

  • Interviews on the art and craft of visual storytelling. Conversations with costume designers, cinematographers and production designers about how specific films and shows were visually built. Examples include the costume design of "Verity" and the production design of "Insidious: Out Of The Further."
  • Interviews on screen graphics in film and TV. A more specialized strand on the fictional interfaces, displays and on-screen technology created for film and television. Subjects include the screens of "Alien: Earth" and "Demolition Man," plus interviews with screen-graphics artists such as Danny Ho and Clark Stanton.
  • General thoughts, musings, and deliberations. Shorter posts on topics like software releases (Aurora, Radiance) and convention notes, reflecting the author's other interests in design and development.

Who it is for

The site suits designers, visual-effects and interface artists, film students, and anyone curious about how fictional worlds are assembled. The screen-graphics interviews are especially relevant to UI and motion designers, because they cover the practical work of making believable interfaces for camera.

How to use it

Start with the interview strand closest to your interest, then browse the full archive for related roles. If you care about production roles, begin with the visual-storytelling interviews; if you care about interface design, begin with the screen-graphics interviews. The site is a reading archive rather than a service, so treat it as a reference library to dip into when a specific film, show or design discipline is relevant to your work.

How can I find interviews about screen graphics in specific films or TV shows?

Start with Pushing Pixels' dedicated screen-graphics section: Pushing Pixels groups its interviews under "Interviews on screen graphics in film and TV," separate from its visual-storytelling and general posts. That is the fastest route when you want to hear from the people who designed the fictional interfaces, control panels and on-screen displays in a specific production.

How to search a site like this

  • Use the section index first. The screen-graphics category lists interviews by title, and each title usually names the film or show plus the interviewee, so scanning it beats a generic search.
  • Combine a title with a role term. Searching for a show name alongside "screen graphics," "UI" or "interface" narrows results, because the same production may also have interviews about costume, production design or cinematography.
  • Try the interviewee. If you liked one designer's answers, searching their name often surfaces other productions they worked on.
  • Fall back to a general search engine with site: plus the show name when the site's own search is thin.

What to expect from these interviews

The format is a conversation with a practitioner, not a review or a making-of summary. Expect discussion of how a fictional interface was conceived, what the brief from the production was, and how the work was executed. The site's own examples include interviews about the screens of Alien: Earth and Demolition Man, and broader conversations about the art and craft of screen graphics with individual designers.

For a concrete scenario: if you are building a believable interface for a short film and want to know how much detail survives on camera, read an interview tied to a production whose visual style resembles yours, then note the specific decisions the designer describes. Those decisions transfer better than any general tutorial.

Where else to look

  • Mark Coleran is a screen-graphics designer whose site documents his own film work, useful when you want a portfolio view rather than an interview.
  • Art of the Title covers title sequences and the designers behind them, which overlaps with screen graphics but focuses on opening credits.
  • Adobe and similar vendor sites occasionally publish designer interviews, though these tend to be promotional in tone.

A practical decision criterion: go to Pushing Pixels when you want a working designer's account of a specific production; go to a portfolio site when you want to see the finished work in context; go to a trade publication when you need production credits and dates rather than craft detail.

What insights do the interviews provide about the role of screen graphics in visual storytelling?

The interviews treat screen graphics as narrative infrastructure rather than decoration. Rather than asking whether a fictional interface looks plausible, the recurring question is what a screen must communicate to the audience at a specific moment: a character's competence, a system's failure, a deadline, a hidden motive. That reframing is the collection's most useful contribution.

What the interviews tend to surface

  • Story-first design. Graphics are discussed as part of a scene's dramatic problem — what the viewer must notice, and when — not as a standalone visual asset.
  • Craft under constraint. Interviewees describe balancing legibility on camera, shooting schedules and revisions, which pushes designers toward clarity and restraint.
  • World-building through detail. Interfaces carry era, budget and institutional culture, so texture and typography do narrative work that dialogue often cannot.
  • Collaboration. The interviews emphasise negotiation with directors, cinematographers and production designers, since a screen only reads correctly once it is lit, framed and cut.

Who gets the most from these

Production designers, motion and UI designers moving into film work, and students building a reel will find the craft discussion directly applicable. Writers and directors get a vocabulary for briefing screen content early instead of treating it as post-production cleanup. General readers who simply enjoy how fictional technology is made will still find the specifics engaging.

The trade-off is focus. This is interview-driven material centred on individual projects, so it rewards readers willing to synthesise patterns themselves rather than those wanting a single how-to guide. For the screen-graphics thread, Pushing Pixels collects conversations with practitioners such as Dave Henri and Stefan Grimm on Alien: Earth and Paul Taglianetti on Demolition Man, alongside costume, cinematography and production design interviews that show the same storytelling logic applied to other departments.

A practical next step

Pick one interview from a production you have actually watched, then rewatch the relevant scene with the sound off. Note what the screens tell you without dialogue — then read the interview to see which of those choices were deliberate. That exercise converts the interviews from interesting reading into a working method you can apply to your own project.

Who are some of the professionals interviewed on Pushing Pixels?

Pushing Pixels interviews working film and TV professionals about how visual worlds get built, with two main strands: production craft (costume, cinematography and production design) and screen graphics (the interfaces and displays characters use on camera).

Production craft interviewees

  • Jacqueline Demeterio – costume design for “Verity”
  • Aron Meinhardt – cinematography for “I Live Here Now”
  • Amy Williams – production design for “Verity”
  • Nick Bassett – production design for “Insidious: Out Of The Further”
  • Jacinta Leong – production design for “Fall 2: Deadpoint”

Screen graphics interviewees

  • Dave Henri and Stefan Grimm – the screens of “Alien: Earth”
  • Paul Taglianetti – the screens of “Demolition Man”
  • Danny Ho – the art and craft of screen graphics
  • Clark Stanton – the art and craft of screen graphics
  • Noah Schloss – the art and craft of screen graphics

If you are a concept artist, UI designer or film student, the screen-graphics set is the more directly transferable read: it covers how fictional interfaces are designed to look believable on camera. The production-design and cinematography interviews suit readers interested in physical world-building and visual mood. A practical next step is to pick the interview matching the role you care about, then compare how different guests describe collaboration with directors and departments. For broader industry craft context, see IMDb.

What topics are covered in the general thoughts and musings section?

The "General thoughts, musings, and deliberations" section is a personal blog strand rather than a themed reference library. From the page evidence, it mixes two kinds of posts: release notes for the author's own projects — Aurora (appearing at versions 2.0.0 and 2.5.0) and Radiance (8.5.0 and 9.0.0) — and event write-ups such as a DragonCon 2025 parade highlights post. So expect project changelogs and version announcements alongside lighter, convention-related observations.

That makes it useful for two different readers. If you follow Kirill Grouchnikov's tooling work, this is where version updates surface before anywhere else. If you came for the site's core subject — interviews about visual storytelling and screen graphics in film and TV — this section is the least relevant part, and the interview indexes are the better starting point.

A practical way to decide: check the general section when you want to track Aurora or Radiance releases, and skip it when you are researching production design, cinematography or on-screen UI. The titles give the topic away quickly, so scanning the list costs little.

How can I stay updated with new content on Pushing Pixels?

Subscribe to the site's RSS feed, which is linked at the bottom of the homepage, and follow the site on any social channels it lists in its footer or "About" section.

What the site publishes

Pushing Pixels is Kirill Grouchnikov's personal site. Its homepage groups content into three streams:

  • Interviews on the art and craft of visual storytelling — conversations with costume designers, cinematographers and production designers about specific films and shows.
  • Interviews on screen graphics in film and TV — talks with the people who design the on-screen interfaces and displays seen in productions.
  • General thoughts, musings, and deliberations — posts about the author's own projects and interests, alongside event write-ups such as a DragonCon parade highlight.

Because the site mixes long-form interviews with shorter personal posts, an RSS reader is the most reliable way to see everything in one place. A feed reader also keeps the interview series from getting buried under the general posts, and you can filter or tag the feed by section if your reader supports it.

Practical options

  • Feed reader (best for completeness): Add the RSS URL to a reader such as Feedly, Inoreader or NetNewsWire. You'll get every new interview and general post without needing an account on the site itself.
  • Email or social alerts: Check the footer and "About" page for any listed newsletter or social profiles, and follow those if you prefer notifications over a reader.
  • Occasional browsing: If you only care about the interview series, bookmark the "Browse all interviews" index pages and revisit them every few weeks; new entries appear at the top of each list.

A concrete routine

If you're researching screen graphics for a project, subscribe to the RSS feed and set a weekly review slot. Skim only the "screen graphics" interviews first, saving the general posts for later. That keeps the signal high while still catching everything the site publishes.

For a broader diet of production design and visual effects writing, pair it with Art of the Title and Studio Daily.

Related questions

More questions →
What kinds of interviews does Pushing Pixels publish?

Pushing Pixels publishes two distinct strands of interviews: one on the art and craft of visual storytelling (costume design, cinematography, production design) and one on screen graphics in film and TV. Both strands are interview series hosted on the site, and each has a "Browse all interviews" entry point for reading beyond the featured list.

The two interview categories

The site's own headings split its interview output into two labeled groups:

Category Stated focus Example interview subjects
Interviews on the art and craft of visual storytelling Visual storytelling craft areas such as costume design, cinematography, and production design Costume design of "Verity" (Jacqueline Demeterio); cinematography of "I Live Here Now" (Aron Meinhardt); production design of "Verity" (Amy Williams); production design of "Insidious: Out Of The Further" (Nick Bassett); production design of "Fall 2: Deadpoint" (Jacinta Leong)
Interviews on screen graphics in film and TV On-screen graphics and screen interfaces in film and television The screens of "Alien: Earth" (Dave Henri and Stefan Grimm); the screens of "Demolition Man" (Paul Taglianetti); the art and craft of screen graphics (Danny Ho, Clark Stanton, Noah Schloss)

Who gets interviewed

The interviewees are named designers and production crew tied to specific film or TV projects, plus practitioners speaking about their craft more generally. The visual storytelling strand is organized around a credited role on a specific title (costume designer, cinematographer, production designer). The screen graphics strand mixes project-specific conversations about a film's or show's screens with broader craft discussions about screen graphics as a discipline.

How to browse

Each category ends with a "Browse all interviews" link, so the featured items above are entry points rather than the full archive. The site also lists a "General thoughts, musings, and deliberations" section, but that is a separate blog-style stream (release notes and event write-ups such as Aurora and Radiance version posts and a DragonCon parade item), not part of the interview series.

What this means if you're looking for a specific craft

  • If your interest is physical production craft — costumes, camera, sets — start with the visual storytelling category.
  • If your interest is fictional interfaces, device screens, or UI shown on camera, start with the screen graphics category.
  • If you want a specific title, scan the featured entries first, then use "Browse all interviews" within the matching category.
What is Pushing Pixels?

Pushing Pixels is the personal website of Kirill Grouchnikov, described on the site as "my little corner of the web." It is a long-running personal content site rather than a company or news publication, and its main focus is interviews about the craft of visual storytelling, with a particular emphasis on screen graphics in film and television.

Who runs it

The site identifies its author directly: "My name is Kirill Grouchnikov and this is my little corner of the web." He notes that he works at Google on the Play team. The site also links to an About page for further background.

What content it covers

The homepage organizes content into three main areas:

Section Focus Example entries
Interviews on the art and craft of visual storytelling Production design, costume design, and cinematography Interviews on "Verity," "I Live Here Now," "Insidious: Out Of The Further," "Fall 2: Deadpoint"
Interviews on screen graphics in film and TV On-screen interfaces and graphics work "Alien: Earth," "Demolition Man," and interviews with Danny Ho, Clark Stanton, and Noah Schloss
General thoughts, musings, and deliberations Project updates and personal posts Aurora 2.5.0, Radiance 9.0.0, Radiance 8.5.0, Aurora 2.0.0, DragonCon 2025 parade highlights

Each interview section links to a "Browse all interviews" page, and the general section links to "Read all from General."

Other site elements

The site also references tags or projects including In Motion, Fantasy UI, and Mark Coleran, alongside the About page and a search function. The footer states: "All content copyright © 2007-2026 Kirill Grouchnikov," indicating the site has been publishing content over a long period.

When it is useful

Pushing Pixels is worth checking if you want first-hand interviews with people who design and build visual elements for film and TV — especially screen graphics and interface work — or if you follow Kirill Grouchnikov's own project updates such as Aurora and Radiance. It is not a general news site or a commercial product page; it is a personal archive of interviews and notes.

What Pushing Pixels Covers About Screen Graphics in Film and TV

Pushing Pixels treats screen graphics as a craft discipline: the fictional interfaces, displays, and on-screen visuals that appear inside films and TV shows. Its coverage of this topic is built around interviews with the artists who design those screens, using specific productions as case studies. If you want to understand how in-world UI and screen graphics get made, this section is the place to start.

What "screen graphics" means here

Screen graphics are the interfaces and visual readouts that exist inside a story's world — a control panel on a spaceship, a futuristic computer terminal, a tactical display, a character's device. They are designed to look functional and believable on camera, not to be used as real software. Pushing Pixels frames this as "the art and craft of screen graphics," which signals an emphasis on design decisions, process, and visual storytelling rather than software tutorials.

The interviews and case studies listed

The site groups its screen graphics interviews under a dedicated heading and points to individual productions and practitioners:

Production / topic Interviewee
The screens of "Alien: Earth" Dave Henri and Stefan Grimm
The screens of "Demolition Man" Paul Taglianetti
The art and craft of screen graphics Danny Ho
The art and craft of screen graphics Clark Stanton
The art and craft of screen graphics Noah Schloss

A "Browse all interviews" link sits alongside these entries, so the list above is a sample of a larger archive rather than the complete set.

How this fits the rest of the site

Pushing Pixels is described as the personal site of Kirill Grouchnikov, who works at Google on the Play team. The screen graphics section is one of three content strands:

  • Interviews on the art and craft of visual storytelling — covering costume design, cinematography, and production design (for example, interviews tied to "Verity," "I Live Here Now," "Insidious: Out Of The Further," and "Fall 2: Deadpoint").
  • Interviews on screen graphics in film and TV — the section described above.
  • General thoughts, musings, and deliberations — posts on other topics, including entries such as "Aurora 2.5.0," "Radiance 9.0.0," and "DragonCon 2025 parade highlights."

The site also links to related work and resources labeled "In Motion," "Fantasy UI," "Mark Coleran," and "About."

What you can expect to get from it

Because the format is interviews, the value is in first-hand accounts from working artists: how a production's screens were conceived, what visual language was chosen, and how the graphics were realized for the camera. The framing as "art and craft" suggests process and design reasoning rather than step-by-step technical instruction. If you are researching a specific film or show's screen design, or looking for practitioner perspectives on the discipline, start with the individual production interviews and then use "Browse all interviews" to see the full range.

Which Visual Storytelling Topics and Films Are Featured on Pushing Pixels?

Pushing Pixels features interviews on the art and craft of visual storytelling, with each entry tied to a specific film or show and a named crew member. The site's interview index lists costume design, cinematography, and production design work from titles including Verity, I Live Here Now, Insidious: Out Of The Further, and Fall 2: Deadpoint. A separate interview category covers screen graphics in film and TV.

Visual storytelling interviews: films and roles

The site groups these interviews under "Interviews on the art and craft of visual storytelling." Each listing names the craft, the production, and the interviewee, so you can tell what a piece covers before opening it.

Production Craft covered Interviewee
Verity Costume design Jacqueline Demeterio
I Live Here Now Cinematography Aron Meinhardt
Verity Production design Amy Williams
Insidious: Out Of The Further Production design Nick Bassett
Fall 2: Deadpoint Production design Jacinta Leong

Two observations from this list:

  • Craft coverage is spread across departments. Costume design, cinematography, and production design each appear, rather than the interviews concentrating on a single role.
  • Some productions are covered more than once from different angles. Verity appears twice, once for costume design and once for production design, which lets you compare how two departments approached the same project.

A "Browse all interviews" link leads to the complete list beyond these five entries.

Screen graphics interviews: a separate category

Screen graphics in film and TV get their own interview section, distinct from the visual storytelling group. The listed entries are:

  • The screens of Alien: Earth – interview with Dave Henri and Stefan Grimm
  • The screens of Demolition Man – interview with Paul Taglianetti
  • The art and craft of screen graphics – interview with Danny Ho
  • The art and craft of screen graphics – interview with Clark Stanton
  • The art and craft of screen graphics – interview with Noah Schloss

This section mixes production-specific pieces (tied to Alien: Earth and Demolition Man) with craft-focused conversations where the topic is the discipline itself rather than one title. A "Browse all interviews" link leads to the full set.

How to use the site to find a specific topic

If you want interviews about a particular craft or production, the listing format makes it searchable by eye:

  1. Go to the interview section that matches your interest — visual storytelling or screen graphics.
  2. Scan the entry titles, which follow a consistent pattern of craft or production plus interviewee name.
  3. Open "Browse all interviews" when the five featured entries don't include what you need.

The site also has a search field, so you can look up a title or a person directly instead of browsing.

What else is on the site

Beyond interviews, Pushing Pixels has a "General thoughts, musings, and deliberations" section. Its listed items are release notes and event coverage — Aurora 2.5.0, Radiance 9.0.0, Radiance 8.5.0, Aurora 2.0.0, and DragonCon 2025 parade highlights — rather than film craft interviews. If your interest is visual storytelling specifically, the two interview sections are where that content lives.

What Is in the "General Thoughts, Musings, and Deliberations" Section of Pushing Pixels?

The "General thoughts, musings, and deliberations" section is the non-interview part of Pushing Pixels, the personal site of Kirill Grouchnikov. Based on the items listed on the homepage, it mixes project release notes (such as Aurora and Radiance version updates) with personal event write-ups (such as DragonCon 2025 parade highlights). If you are looking for the site's interview content on visual storytelling or screen graphics, this is not the section for that.

What the section contains

The homepage groups content into three main areas, and this section is the third, alongside:

  • Interviews on the art and craft of visual storytelling
  • Interviews on screen graphics in film and TV
  • General thoughts, musings, and deliberations

The entries currently shown under this heading are:

Item Apparent type
Aurora 2.5.0 Project release/version update
Radiance 9.0.0 Project release/version update
Radiance 8.5.0 Project release/version update
Aurora 2.0.0 Project release/version update
DragonCon 2025 parade highlights Personal event write-up

How to read the mix

The section is best understood as the site owner's personal and project-oriented writing, rather than the professionally focused interviews that make up the other two categories. The Aurora and Radiance entries point to version-based updates for those projects, while the DragonCon entry is a personal activity record. A "Read all from General" link is provided, so the homepage list is only a sample of the section's full contents.

When this section is useful to you

  • You want to follow release updates for Aurora or Radiance.
  • You are interested in the author's personal notes and event coverage, such as DragonCon.
  • You want to separate the site's interview content from its general writing.

If your goal is to learn about visual storytelling or screen graphics through interviews, use the two interview sections instead. If you want the author's own updates and musings, start with this section and follow the "Read all from General" link for the complete list.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2007, this domain has about 19 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .org extension, which is not an independent safety signal.

DNS and Email

The lowest TTL is 60 seconds, supporting rapid record changes at the cost of more frequent lookups. Nameservers are provided by dreamhost.com, indicating managed DNS hosting. No CNAME was found; the observed records resolve directly to addresses. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies WordPress 7.1.3, Google Analytics, Apache, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

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No homepage meta description was detected, leaving snippet selection more dependent on page text. The Generator tag identifies WordPress 7.1.3, making the publishing system easier to fingerprint. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 14 characters, within a common display range. A viewport declaration is present, providing a basis for mobile layout.

Hosting and Email

DNSdreamhost.com
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RegistrarDreamHost, LLC
Registered2007-06-13
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Domain statusclient transfer prohibited
Nameserversns1.dreamhost.com、ns2.dreamhost.com、ns3.dreamhost.com
DNSSECunsigned

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TypeNameValueTTLPriority
Awww.pushing-pixels.org173.236.247.11460—
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NSpushing-pixels.orgns2.dreamhost.com14400—
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AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectwww.pushing-pixels.org
IssuerLet's Encrypt
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Verification detailsCertificate trust: Passed · Hostname match: Passed

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cache-controlmax-age=600
serverApache

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