Game Developers Conference 2024
'Diablo IV': The Art of Open World Sanctuary
by Mahreen Fatima
(Blizzard Entertainment)
Visual Arts
Game Developers Conference 2024
'Marvel's Spider-Man 2': 10 Years of Procedural Content Creation
by Xray Halperin
(Insomniac Games)
Visual Arts
Game Developers Conference 2024
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
Visual Arts
Game Developers Conference 2024
Adobe Developer Summit: Adobe Substance 3D Keynote (Presented by Adobe)
by Jrmie Noguer
(Adobe)
Visual Arts
Showcase 2023
Game Art Career Fireside with Mariel Kinuko Cartwright and Bryant Francis
by Bryant Francis
(Game Developer)
Visual Arts
Showcase 2023
Game Design Career Fireside with Raph Koster with Bryant Francis
by Raph Koster
(Playable Worlds)
Visual Arts
Showcase 2023
Living Paintings of OFK: Art Directing the Style and Lives of an Indie-P...
by Nafisah Tung
(Teddy Dief)
Visual Arts
Game Developers Conference 2023
'Dead Space': Harnessing the Power of Light and Darkness
by Guillaume Goudreault
(Electronic Art)
Visual Arts
Game Developers Conference 2023
'God of War Ragnarok': Building the UI for a AAA Sequel
by Zach Bohn
(Santa Monica Studio)
Visual Arts
Game Developers Conference 2023
'LEVEL UP YOUR GAME': Access 200M Gamers with Razer Chroma RGB and Inter...
by Quyen Quach
(Razer)
Visual Arts
Game Developers Conference 2023
Achieving High-Quality 90fps Realism in a Mobile Game, Technically and V...
by Zhi Liang
(Netease)
Visual Arts
Game Developers Conference 2022
'Dead by Daylight': Integrating Shaders into the User Interface Pipeline
by Adrienne Pugh
(Epic Games)
Visual Arts
Game Developers Conference 2022
'Diablo 2: Resurrected': The Art Direction and Pipelines for Resurrectin...
by Dustin King
(Blizzard Entertainment)
Visual Arts
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Visual Arts
Game Developers Conference 2022
A Platform of Platforms Bringing the G3x Handheld to Life (Presented by ...
by Micah Knapp
(Qualcomm)
Visual Arts
Game Developers Conference 2021
"Alpha Point" UE5 Demo: Unlocking Artist Potential (Presented by Epic Ga...
by Colin Penty
(The Coalition)
Visual Arts
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Colin Penty
(The Coalition)
Advanced Graphics Summit
Game Developers Conference 2021
'Mutazione' Visualised
by Nils Deneken
(Die Gute Fabrik)
Visual Arts
Game Developers Conference 2021
'Resident Evil Village': Our Approach to Game Design, Art Direction, and...
by Hitoshi Mishima
(CAPCOM)
Advanced Graphics Summit
Showcase 2021
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
Showcase 2021
Art Direction Summit: Better, Stronger, Faster: 3D Concept Art for Envir...
by Patrik Rosander
(Fatshark Games)
Visual Arts
Showcase 2021
Exploring Hidden Stories in the World of 'XCOM 2'
by Justin Rodriguez
(Firaxis Games)
Visual Arts
Showcase 2021
Fizzy Brushstrokes: The Art of 'Knights and Bikes'
by Rex Crowle
(Foam Sword)
Visual Arts
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
Destructible Environments in 'Control': Lessons in Procedural Destruction
by Johannes Richter
(Remedy)
Visual Arts
Summer 2020
Inspiring 249 Million Strangers: Art Direction for a Global Audience
by Riana McKeith
(King)
Visual Arts
GDC 2020
'Void Bastards' Art Style Origin Story
by Ben Lee
(Blue Manchu)
Visual Arts
GDC 2020
Art Direct for 100 MPH: Balancing Visuals with Performance for 'Forza Mo...
by Matt Collins
(Microsoft-Turn 10)
Visual Arts
GDC 2020
Art Direction Summit: Better, Stronger, Faster: 3D Concept Art for Envir...
by Patrik Rosander
(Fatshark Games)
Art Direction Summit
GDC 2020
Bleeding-Edge Effects on Mobile
by Andy Saia
(Level Ex)
Visual Arts
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
'Marvel's Spider-Man': A Deep Dive into the Look Creation of Manhattan (...
by Brian Mullen
(Insomniac Games)
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
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
Allegorithmic's Keynote: What's New with Substance (Presented by Allegor...
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2018
Allegorithmic's Keynote: What's New with Substance (Presented by Allegor...
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
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 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
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 2015
A Live Art Demonstration of Creating Worlds through Design Thinking
by Feng Zhu
(Feng Zhu Design)
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: Precomputed Realtime Globa...
by Kuba Cupisz
(Unity)
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
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: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
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 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
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC Europe 2011
An Open World Game in 60FPS? Direction that Transcends Limitations in Dr...
by Mike Haynes
(Red Storm Entertainment)
Visual Arts
GDC Europe 2011
Gardens of Time: Art and Iteration
by Eric Todd
(Playdom)
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 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
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 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
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 2010
Blood, Sweat, and Tears: An overview of Fight Night: Round 4's Skin Shaders
by Vicki Ferguson
(Electronic Arts)
Visual Arts
GDC 2009
Art Directing Horror and Immersion in DEAD SPACE
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2009
Behind the Scenes: The GEARS OF WAR 2 Cinematics Pipeline
by Tanya Jessen
(Epic Games)
Visual Arts
GDC 2009
Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game ...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2009
Creating First Person Movement for MIRROR'S EDGE
by Jonas Aberg
(DICE - EA)
Visual Arts