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
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
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 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
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: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
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
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
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
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
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 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
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
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
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 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 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 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 Europe 2009
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
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
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
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 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
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 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