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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 2013 is how to produce exceptional art while reducing costs.

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2013 HIGHLIGHTED SESSIONS

Crafting the World of Crysis
Felix Leyendecker (Crytek)
This session will focus on the environment art of the Crysis franchise and the team behind it. It will describe the lessons learned during the series' development and how they influenced the decisions leading to Crysis 3's scenario and visual design. Technical aspects about the production pipeline and production aspects about the changing team structure throughout the years will also be discussed.
The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Actors
David Cage (Quantic Dream)
David Cage of Quantic Dream will cover the visual art techniques used to create his last tech demo, The Dark Sorcerer, and his next title, Beyond. This talk will include performance capture, cameras, lighting, tech, directing, and everything involved in capturing, directing and filming virtual actors for next-gen titles, demonstrating it with exclusive footage from The Dark Sorcerer.
Shining the Light on Crysis 3
Donzallaz Pierre-Yves (Crytek)
Discover how the lighting was created for the visually-acclaimed Crysis 3 video game, from the early prototype stage to the final delivery. Learn about the lighting creation in video games and about the lighting pipeline used in Crytek's latest title, as well as the environment art guidelines in place to ensure a consistent look throughout the game. The session will also address difficulties encountered during the production, and feature demonstrations and artist-friendly explanations of the lighting-related graphical features that were requested and implemented in the CryENGINE to ensure one of the best visual experiences to date.
Warface: Creating AAA Graphics for Low-End PCs
Konstantin Molchanov (Crytek)
The main topic will cover the most useful content creation solutions for technical issues that arise during the production of high-quality titles for low-end hardware. This includes tricks and techniques used to make game assets fit within tight, low-spec allowances, as well as how to ensure the smallest downloadable game size. Topics will include character, weapon, and environment assets creation processes that were used during the Warface free-to-play, MMO-FPS production.

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