GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC Europe 2014
Designing Monument Valley: Less Game, More Experience
by Ken Wong
(ustwo)
Visual Arts
GDC Europe 2014
Facial Appearance Scanning Using Machine Vision
by Andy Bastable
(Rare Ltd.)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2014
Animation Bootcamp: Animating Cameras for Games
by Simon Unger
(Robotoki)
Visual Arts
GDC 2014
Animation Bootcamp: Animating the Spy Fantasy in Splinter Cell
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Crafting the World of Crysis
by Felix Leyendecker
(Crytek GmbH)
Visual Arts
GDC Europe 2013
Shining the Light on Crysis 3
by Donzallaz Pierre-Yves
(Crytek)
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
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC Europe 2012
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
GDC Europe 2012
Concept Art Learnings From Game Of Thrones To... Games!
by Tobias Mannewitz
(Karakter)
Visual Arts
GDC Europe 2012
How Breakdancing Taught Me to be a Technical Artist
by Robbert-Jan Brems
(Codemasters)
Visual Arts
GDC Europe 2012
Lighting Design for Level Designers
by Robert Yang
(Parsons the New School for Design)
Visual Arts
GDC 2012
Asking the Impossible on SSX: Creating 300 Tracks on a Ten-Track Budget
by Caleb Howard
(Electronic Arts Canada)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
- Japanese
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
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
Lighting You Up in BATTLEFIELD 3
by Kenny Magnusson
(DICE)
Visual Arts
GDC 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
Animation Process of God of War III
by Bruno Velazquez
(Sony Santa Monica)
Visual Arts
GDC 2010
Authoring Physically Simulated Destruction with NVIDIA APEX
by Bryan Galdrikian
(NVIDIA)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Visual Arts
GDC Europe 2009
Creating Visual Identity for Games
by Viktor Antonov
(The Building Studios)
Visual Arts
GDC Europe 2009
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
Visual Arts
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
Art Outsourcing: Provider Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
Autodesk MotionBuilder: Cross Product Integration - Autodesk 3ds Max and...
by Justin Muir
(Midway Games)
Visual Arts
GDC 2008
Autodesk Mudbox: Integration and Use with Autodesk 3ds Max and Autodesk ...
by Louis Marcoux
(Autodesk)
Visual Arts
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
Final Fantasy XII Postmortem
by Taku Murata
(Square Enix Co.,Ltd)
Visual Arts
GDC 2007
Adapting Digital Cinematography Techniques for Game Development
by Jerry O\'Flaherty
(Warner Brothers Studio)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2006
All About Ninety-Nine Nights: Next-Gen Character Design
by Tetsuya Mizuguchi
(Q Entertainment)
Visual Arts
GDC 2005
Art Content Creation for the Next Generation Unreal Engine
by Pete Hayes
Visual Arts
GDC 2005
Best Practices for Game Lighting with Maya
by Rob Ormond
Visual Arts
GDC 2005
Cinema Quality Face Animation Using Bones
by Nicholas Zeman
Visual Arts
GDC 2005
Concepts & Animating Sam Fisher in Splinter Cell:The Chaos Theory
by Gilles Monteil
Visual Arts
GDC 2004
Acting for Animators
by Douglas Conorich
Visual Arts
GDC 2004
Character Rigger's Cookbook
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2004
Creating Water and Fluid Effects For Video Games
by Cyrus Peikari
Visual Arts
GDC 2004
Digital Painting, and The Narrowing Gap between Games and Film
by Paula Moore
Visual Arts
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Art Directors Panel: Aesthetics and the Almighty Dollar
by Cyrus Lum
Visual Arts
GDC 2003
Character Rigging and Animation: Parts 1 & 2
by Martin Coven
Visual Arts
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