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 2016
Animating Quadruped Characters in The 'Flame in The Flood'
by Gwen Frey
(The Molasses Flood)
Visual Arts
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Visual Arts
GDC 2016
Animation Bootcamp: 'Rainworld' Animation Process
by Joar Jakobsson
(Video Cult)
Visual Arts
GDC 2016
Animation Bootcamp: Animation Microtalks
by Gwen Frey
(The Molasses Flood)
Visual Arts
GDC 2016
Animation Bootcamp: Embracing Animation Complexity in EA UFC 2 Through P...
by Geoff Harrower
(EA Canada)
Visual Arts
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2016
Animation Bootcamp: Overwatch: How A Hero Is Mei-d
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2016
Animation Bootcamp: Skylander's Cinematics - Creating Narrative Driven C...
by John Paul Rhinemiller
(Vicarious Visions)
Visual Arts
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Visual Arts
GDC 2016
Animation Bootcamp: Tricks of the Trade
by Amy Drobeck
(5th Cell Media)
Visual Arts
GDC 2016
Art Direction Bootcamp: 'Guerrilla Games' Approach to Asset Production
by Maarten Van Der Gaag
(Guerrilla Amsterdam)
Visual Arts
GDC 2016
Art Direction Bootcamp: 360 Art Direction
by Tramell Isaac
(Boss Key Productions)
Visual Arts
GDC 2016
Art Direction Bootcamp: Artist Career Challenges and Goals : From AAA Te...
by Cecil Kim
(Section Studios)
Visual Arts
GDC 2016
Art Direction Bootcamp: Building a Visual Threshold
by Stuart Macdonald
(Playraven)
Visual Arts
GDC 2016
Art Direction Bootcamp: Studio Art Direction: What (I think) I've Learne...
by Adam Murguia
(Riot Games)
Visual Arts
GDC 2016
Art Direction Bootcamp: The Future of Lighting
by Jeremy Vickery
(Ubisoft Quebec)
Visual Arts
GDC 2016
Art Direction: Graphic Design is Key
by Liam Wong
(Ubisoft Montreal)
Visual Arts
GDC 2016
Art of Blues and Bullets: Dominating 256 Shades of Grey
by Daniel Candil
(A Crowd of Monsters)
Visual Arts
GDC 2016
Artist Career Challenges and Goals: From AAA team to a Start Up
by Cecil Kim
(Section Studios)
Visual Arts
GDC 2016
Building Obduction: Cyan's Custom UE4 Art Tools
by Eric Anderson
(Cyan, Inc.)
Visual Arts
GDC 2016
Delivering Console Car Visuals on Mobile With 'CSR Racing 2'
by Liam Murphy
(NaturalMotion)
Visual Arts
GDC 2016
Empowering Content Creators
by Stephen Broadley
(Sony London Studio)
Visual Arts
GDC 2016
Free Reign: Building Visual Effects for Player Agency in 'Just Cause 3'
by Fred Hooper
(Avalanche Studios)
Visual Arts
GDC 2016
Games Accelerators for the Arts, Not for Monetization
by Tommy Palm
(Resolution Games)
Visual Arts
GDC 2016
Global Illumination in 'Tom Clancy's The Division'
by Nikolay Stefanov
(Massive Entertainment - a Ubisoft Studio)
Visual Arts
GDC 2016
HDR Rendering in Lumberyard (presented by Amazon Lumberyard)
by Hao Chen
(Amazon Lumberyard)
Visual Arts
GDC 2016
IP Creation Through Design Thinking
by Feng Zhu
(Feng Zhu Design)
Visual Arts
GDC 2016
Lighting the City of Glass - Rendering 'Mirror's Edge: Catalyst'
by Fabien Christin
(EA DICE)
Visual Arts
GDC 2016
Live Demonstration of Character and Toy Design for 'Skylanders'
by Kevin Dobler
(Vicarious Visions)
Visual Arts
GDC 2016
Magical Realism: The Art of Creating Everest in Your Living Room with VR...
by Kjartan Pierre Emilsson
(Slfar Studios)
Visual Arts
GDC 2016
Making the World of Firewatch
by Jane Ng
(Campo Santo)
Visual Arts
GDC 2016
Maximizing Critique: Improving Communication for Everyone Involved in Cr...
by Jeff Hesser
(Secret Portal)
Visual Arts
GDC 2016
New Reality - Product Launch of Autodesk Memento (presented by Autodesk)
by Tatjana Dzambazova
(Autodesk)
Visual Arts
GDC 2016
New Reality - Product Launch of Autodesk Memento (presented by Autodesk)
by Tatjana Dzambazova
(Autodesk)
Visual Arts
GDC 2016
Photogrammetry and 'Star Wars Battlefront'
by Kenneth Brown
(DICE)
Visual Arts
GDC 2016
Technical Artist Bootcamp: Deploying and Maintaining a Unified Toolset W...
by Jeff Hanna
(Volition)
Visual Arts
GDC 2016
Technical Artist Bootcamp: Honey, Where is My Wingsuit? - Building the J...
by Brian Venisky
(Avalanche Studios)
Visual Arts
GDC 2016
Technical Artist Bootcamp: Let's Get Physical - Creative Solutions Throu...
by Robert Butterworth
(United Front Games)
Visual Arts
GDC 2016
Technical Artist Bootcamp: Massively Scalable Pipeline Deployment
by Louai Abu-Osba
(High 5 Games)
Visual Arts
GDC 2016
Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for...
by Ben Cloward
(BioWare)
Visual Arts
GDC 2016
Tenacious Design and The Interface of 'Destiny'
by David Candland
(Bungie)
Visual Arts
GDC 2016
Texturing Uncharted 4: a matter of Substance (presented by ALLEGORITHMIC)
by Brad Smith
(Naughty Dog)
Visual Arts
GDC 2016
The Art of 'Severed': Making a 2D/3D Hybrid
by Augusto Quijano
(DrinkBox Studios)
Visual Arts
GDC 2016
The Environment Pipeline of 'CSR Racing 2'
by Scott Harber
(NaturalMotion Games)
Visual Arts
GDC 2016
The Future of Lighting
by Jeremy Vickery
(Ubisoft Quebec)
Visual Arts