GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
An Automated Pipeline for Generating Run-Time Rigs
by Adam Mechtley
(Candlelight Interactive)
Visual Arts
GDC 2011
Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
by Geremy Mustard
(Chair Entertainment)
Visual Arts
GDC 2011
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2011
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2011
Building Open Worlds Faster: the Volition Way
by Jason Hayes
(Volition / THQ)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
Visual Arts
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
Visual Arts
GDC 2011
Fast and Efficient Facial Rigging in GEARS OF WAR 3
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2011
Fast and Efficient Facial Rigging in GEARS OF WAR 3
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2011
Faster, Better, Cheaper: Pushing the Artistic Bar in Portable Game Devel...
by Nathan Phail-Liff
(Ready At Dawn Studios)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
Implementation and Application of the Real-Time Procedural Helper-Joint ...
by Ju Bok Kim
(Nexon)
Visual Arts
GDC 2011
Implementation and Application of the Real-Time Procedural Helper-Joint ...
by Ju Bok Kim
(Nexon)
Visual Arts
GDC 2011
Introduction to 3ds Max Customization and Plug-in Development
by Kevin Vandecar
(Autodesk)
Visual Arts
GDC 2011
Introduction to Maya Dependency Graph Programming
by Naiqi Weng
(Autodesk)
Visual Arts
GDC 2011
Lighting You Up in BATTLEFIELD 3
by Kenny Magnusson
(DICE)
Visual Arts
GDC 2011
Nature or Nurture: The Art Culture Panel
by Keith Self-Ballard
(Volition, Inc.)
Visual Arts
GDC 2011
Power Python Development for Maya
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2011
Power Python Development for Maya
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2011
PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2
Exploring the '...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2011
PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2
Exploring the '...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2011
Punching Above Your Weight: Small Art Teams, Big Games
by Tim Appleby
(SplashDamage)
Visual Arts
GDC 2011
Realistic and Interactive Clothing in Epic Games' Samaritan Demo Using N...
by Dane Johnston
(NVIDIA)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
The Animation of HALO REACH: Raising the Bar
by Joe Spataro
(Bungie)
Visual Arts
GDC 2011
The Animation of HALO REACH: Raising the Bar
by Joe Spataro
(Bungie)
Visual Arts
GDC 2011
Ultimate Customization in Character Creation - Challenges and Innovations
by Brad Stokan
(Cryptic Studios)
Visual Arts
GDC 2011
Ultimate Customization in Character Creation - Challenges and Innovations
by Brad Stokan
(Cryptic Studios)
Visual Arts