GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Content Acquisition for Levels in The Getaway: London Wasn`t Built in a Day
by Sam Coates
Visual Arts
GDC 2001
Creating Textures for Real-Time Games
by Tamara Day
Visual Arts
GDC 2001
Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles
by Remus Siclovan
Visual Arts
GDC 2001
Exorcising Satan's Rotoscope: Motion Capture from an Animator`s Perspective
by Joe Fleischer
Visual Arts
GDC 2001
From PC to TV
by Mike Nichols
Visual Arts
GDC 2001
Graphical Interface Design: Design Basics
by Dana Mackenzie
Visual Arts
GDC 2001
Modeling High Poly Characters for Realtime
by Stefan Henry-Biskup
Visual Arts
GDC 2001
Questions Artists Should Ask Programmers
by Linda Lubken
Visual Arts
GDC 2001
Realistic Inverse Kinematics: Set-Up and Techniques
by Sean Beeson
(Sean Beeson Studios)
Visual Arts
GDC 2001
Rendering the Silver Screen: Using and Creating Machinima Cutscenes in G...
by Hugh Hancock
Visual Arts
GDC 2001
Scripting for Artists
by John Versluis
Visual Arts
GDC 2001
Taking the Mental out of Environmental: Building a Beautiful World Witho...
by Dagna Gaythorpe
Visual Arts
GDC 2001
That Extra Dimension: Differences in Thinking Between 2D and 3D Animators
by Jim Bradrick
Visual Arts
GDC 2001
Tools of the Trade: The Changing Nature of Design Tools
by Isaac Barry
Visual Arts
GDC 2001
Using Pixel and Vertex Shaders in 3D Studio Max 4
by Jeff Yates
Visual Arts