GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: Giving Purpose to First-Person Animation
by Ryan Duffin
(EA/Danger Close)
Visual Arts
GDC 2013
Animation Bootcamp: It's Alive Developing Animal/Creature Movement, Pers...
by Amy Drobeck
(WB Games)
Visual Arts
GDC 2013
Animation Bootcamp: Making an Audience Believe
by Jalil Sadool
(Dreamworks)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Are We There Yet? Making Empathy Matter
by Ed Hooks
(Acting for Animators)
Visual Arts
GDC 2013
Art Direction Autopsy: X-COM: Enemy Unknown
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2013
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
GDC 2013
Building Epic Worlds Through the Strengths of Artsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
Building SimCity: Art in the Service of Simulation
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2013
Building the Touchy-Feely World of Tearaway
by Rex Crowle
(Media Molecule)
Visual Arts
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Crafting Destruction: The Evolution of the Dead Space User Interface
by Dino Ignacio
(Visceral Games - Electronic Arts)
Visual Arts
GDC 2013
Creating Amazing Characters
by Scott Campbell
(Independent)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Cutscenes Everywhere: The Tech Behind StarCraft II's Storytelling
by Matt Schembari
(Blizzard Entertainment)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
DUST 514: Reflecting the Universe
by Anders Caspersson
(CCP Games)
Visual Arts
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Visual Arts
GDC 2013
How Much is Enough for Beauty?
by Andrew Maximov
(Independent)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Neo-Retro: Smoothing it Out While Keeping the Pixels
by Paul Veer
(Skullrobot)
Visual Arts
GDC 2013
Performance Capture: Insights from the Edge
by Remington Scott
(Idependent)
Visual Arts
GDC 2013
Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Gro...
by Hideo Kojima
(Konami Digital Entertainment Co., Ltd.)
Visual Arts
GDC 2013
Rayman Reinvented
by Christophe Villez
(Ubisoft Montpellier)
Visual Arts
GDC 2013
Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content
by Adam Gold
(343 Industries)
Visual Arts
GDC 2013
Rendering Tricks in Dead Space 3
by Dmitry Andreev
(Visceral Games / EA)
Visual Arts
GDC 2013
Sand Rendering in Journey
by John Edwards
(thatgamecompany)
Visual Arts
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Galactic Reign, Tools Behind the Procedural C...
by James Ricker
(Slant Six Games)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Improving Facilitator Skills for Tech Artists
by Phil Sheets
(Ravens Software)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Improving Facilitator Skills for Tech Artists
by Phil Sheets
(Ravens Software)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Python
by Pat Corwin
(ArenaNet)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Rapid Prototyping at Double Fine
by Drew Skillman
(Double Fine Productions)
Visual Arts
GDC 2013
Technical Artist Bootcamp: The VFX of Diablo
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2013
Ten Principles for Good Level Design
by Dan Taylor
(Square Enix Montreal)
Visual Arts
GDC 2013
The Art of Dead Space 3: Expanding the Visual Universe and Retaining the...
by Alex Muscat
(Electronic Arts)
Visual Arts
GDC 2013
The Art of Dead Space 3: Expanding the Visual Universe and Retaining the...
by Alex Muscat
(Electronic Arts)
Visual Arts
GDC 2013
The Art of Journey
by Matt Nava
(Giant Squid, previously thatgamecompany)
Visual Arts
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Walking Dead: Crafting a Stylized World for the Mature Franchise
by Jonathon Banks
(Telltale Games)
Visual Arts
GDC 2013
The Walking Dead: Crafting a Stylized World for the Mature Franchise
by Jonathon Banks
(Telltale Games)
Visual Arts
GDC 2013
Working the Crowd: Engaging Players Through the User Interface
by Joe Kowalski
(Double Fine)
Visual Arts
GDC 2013
World of Dishonored: Raising Dunwall
by Sebastien Mitton
(Arkane Studios)
Visual Arts