You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Technical Art Culture of 'Uncharted 4'

Overview:

Technical Art of Uncharted 4 is a hearty reflection on the lessons learned during creation of technology that powers the current gen Art Pipeline of Naughty Dog.
Come and learn how we created our interactive foliage animation technology, cloth, hair and fur simulation, custom automated level of detail technology that allowed us to seamlessly render levels the size of our E3 demo, runtime softbody vehicle deformation, automated runtime object population solutions, tool analytics and more. All written almost exclusively within the Art Department.
But even more importantly, hear our take on what makes effective technical art, the struggles we had with adoption, why self-induced ignorance can be a creative force, why your are only as good as the best work you will ever throw away, how lack of cross departmental barriers allows you to throw more people at problems without actually having to have more people, how cross-technological communication is the next best thing after interpersonal, why nothing beats the importance of trivial tech work and how core artistic principles directly apply to creating technology.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2016
  • Andrew Maximov
  • Naughty Dog
  • free content
  • Programming
  • Programming