GDC

CONFERENCE  

|    Visual Arts
    VISUAL ARTS

The Visual Arts Track strives to educate artists and technical artists about methods for producing game art and animations; from stellar concept art techniques to post production best practices. Our focus for GDC Europe 2012 is how to produce exceptional art while reducing costs.

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HIGHLIGHTED SESSIONS

Concept Art Learnings From Game Of Thrones To... Games!
Tobias Mannewitz (Karakter)
Using his work for HBO's Game of Thrones TV series as an example, Karakter's Tobias Mannewitz (a longtime game concept artist for titles like Anno 1404, Gothic 4, and Killzone 3) points out differences between games and films with regards to concept art creation. What methods from filmmaking could be transferred back to the world of AAA game-making that would help to further raise the quality bar?
How Breakdancing Taught Me to be a Technical Artist
Robbert-Jan Brems (Codemasters)
Technical art seen from a different point of view. While Robbert-Jan Bremsonly only has one year of experience in the industry as a professional technical artist, he has been breakdancing for 9 years. In this session, he will be talking about how personal experiences in breakdance have influenced his day-to-day approach of solving technical art problems on the job. Hopefully this will show another perspective of technical art and inspire attendees to look for knowledge in places they never thought to look.
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as Thin Slices
Florian Zender (Yager Development)
The current workflow used in the VFX production of Spec Ops: The Line has been dubbed "Thin Slices" due to its quick and highly iterative approach. "Thin Slices" is currently being used to get a better handle on the issues presented by the interdisciplinary work and leverage as much potential as possible. This topic focuses on how this principle allowed Florian Zender and his colleagues to cope with a quickly growing team, buffer various schedule changes and keep morale high when finalising the project.
You Want How Many Animations When? Getting Large Amounts of High Quality Animation Quickly
Floyd Bishop (Sony Online Entertainment)
This lecture will outline (and demonstrate) some time-saving methods used to create high-quality animation in a short amount of time. Floyd Bishop will be going through workflows he's developed by working as a character animator for the last 13 years, bringing in some of the best elements from pipelines for film, television, and web series production, as well as what he has learned in games.

The session will include demonstrations of each technique during the lecture, first animating a walk cycle, and then applying that to another character. Floyd Bishop will be using off the shelf tools, available to the general public, so that attendees can instantly implement these techniques to their own workflow and production pipelines.

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