Game Developers Conference 2024
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
Visual Arts
Game Developers Conference 2024
Animation Summit: Make a Choice: Performance Direction in 'Baldur's Gate 3'
by Greg Lidstone
(Larian Studios)
Animation Summit
Game Developers Conference 2024
Art Direction Summit: The Synergy of Architecture and Structural Enginee...
by Joshua Haun
(Activision)
Art Direction Summit
Game Developers Conference 2024
Building a User and Developer Friendly Cross-DCC Animation Pipeline
by Fleming Lin
(LIGHTSPEED STUDIOS)
Visual Arts
Game Developers Conference 2023
Advanced Graphics Summit: Open-World Water Rendering and Real-Time Simul...
by Zhenyu Mao
(LIGHTSPEED STUDIOS)
Advanced Graphics Summit
Game Developers Conference 2023
Advanced Graphics Summit: Realistic Real-Time Sky Dome Rendering in 'Gra...
by Kentaro Suzuki
(Polyphony Digital Inc.)
Advanced Graphics Summit
Game Developers Conference 2023
Advanced Graphics Summit: Reinventing the Wheel for Snow Rendering
by Paolo Surricchio
(Santa Monica Studio)
Advanced Graphics Summit
Game Developers Conference 2023
Art Direction Summit: Artist vs. Manager
by Kacper Niepoklczycki
(CD PROJEKT RED)
Art Direction Summit
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Visual Arts
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: Designing the Terrain System of 'Flight Simula...
by Lionel Fuentes
(Asobo Studio)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: New Graphics Features for 'Forspoken'
by Keiji Matsuda
(Luminous Productions Co., Ltd.)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Keiji Matsuda
(Luminous Productions Co., Ltd.)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Keiji Matsuda
(Luminous Productions Co., Ltd.)
Advanced Graphics Summit
Game Developers Conference 2021
Advanced Graphics Summit: Lifting the Fog: Geometry & Lighting in 'Demon...
by Bruce Woodard
(Bluepoint Games)
Advanced Graphics Summit
Game Developers Conference 2021
Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima'
by Eric Wohllaib
(Sucker Punch Productions)
Advanced Graphics Summit
Summer 2020
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of ...
by Diego Garzon
(Microsoft)
Visual Arts
Summer 2020
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
Visual Arts
Summer 2020
Inspiring 249 Million Strangers: Art Direction for a Global Audience
by Riana McKeith
(King)
Visual Arts
Summer 2020
Resurrecting Dan: The Art of MediEvil PS4
by Norm Badillo
(OtherOcean)
Visual Arts
2019
'Marvel's Spider-Man': Procedural Lighting Tools
by Xray Halperin
(Insomniac Games)
Visual Arts
2019
(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
by Noah Alzayer
(Insomniac Games)
Visual Arts
2019
Animation Bootcamp: Animating the Main Villain in 'Marvel's Spider-Man' ...
by Sol Brennan
(Insomniac Games)
Visual Arts
2019
Animation Bootcamp: Animation Tricks of the Trade
by Melissa Shim
(Sony Santa Monica Studio)
Visual Arts
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Applying AAA Techniques on Mobile Games: Understanding Flow Maps and Its...
by Shaoyong "Abel" Zhang
(NetEase Games)
Visual Arts
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Visual Arts
GDC 2016
An End-to-End Approach to Physically Based Rendering
by Wes McDermott
(ALLEGORITHMIC)
Visual Arts
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Visual Arts
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Visual Arts
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC Europe 2014
Facial Appearance Scanning Using Machine Vision
by Andy Bastable
(Rare Ltd.)
Visual Arts
GDC Europe 2014
The Unusual Rendering Pipeline of Sigils - Battle for Raios
by Dietmar Hauser
(Sproing Interactive Media GmbH)
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
Shining the Light on Crysis 3
by Donzallaz Pierre-Yves
(Crytek)
Visual Arts
GDC Europe 2013
The Art and Rendering of Remember Me
by Sebastien Lagarde
(DONTNOD Entertainment)
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: Q&A Session
by Tim Borrelli
(5th Cell)
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 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
How Breakdancing Taught Me to be a Technical Artist
by Robbert-Jan Brems
(Codemasters)
Visual Arts
GDC Europe 2012
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Stereography: The Art of 3D
by Simon Benson
(Sony Computer Entertainment)
Visual Arts
GDC Europe 2011
Implementing Robust and Scalable Art Integration
by Steve Kestell
(EA Canada)
Visual Arts
GDC Europe 2011
Lighting in Crysis 2
by Pierre-Yves Donzallaz
(Crytek)
Visual Arts
GDC Europe 2011
SkyRama: Art Directing a Social Game with a Small Team
by Hector Moran
(Sproing Interactive Media)
Visual Arts
GDC Europe 2011
The Cinematics of Mortal Kombat: Re-Booting a Legend
by Dominic Cianciolo
(Netherrealm Studios)
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
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC 2009
Blowing Up the Outside World: Destruction Done the Next Gen Way
by Jeff Hanna
(Volition, Inc)
Visual Arts
GDC 2009
Blowing Up the Outside World: Destruction Done the Next Gen Way
by Jeff Hanna
(Volition, Inc)
Visual Arts
GDC 2009
Blowing Up the Outside World: Destruction Done the Next Gen Way
by Jeff Hanna
(Volition, Inc)
Visual Arts
GDC 2009
Blowing Up the Outside World: Destruction Done the Next Gen Way
by Jeff Hanna
(Volition, Inc)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Tony Lewellen
(Midway Games)
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
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2006
Next-Generation of Character Concept Art: Creating Photo-real People Who...
by Chip Sineni
(Midway Games)
Visual Arts