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
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
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
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
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
'Genshin Impact': Crafting an Anime Style Open World
by Colin Penty
(The Coalition)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Colin Penty
(The Coalition)
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
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
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
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 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
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
'Marvel's Spider-Man': Procedural Lighting Tools
by Xray Halperin
(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
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 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
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 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
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 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 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 Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
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 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
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 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
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 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: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
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
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 2012
Asking the Impossible on SSX: Creating 300 Tracks on a Ten-Track Budget
by Caleb Howard
(Electronic Arts Canada)
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
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
Implementing Robust and Scalable Art Integration
by Steve Kestell
(EA Canada)
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
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 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
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
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