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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.

2015 Sessions Coming Soon!

2014 HIGHLIGHTED SESSIONS

The Visual Effects of inFAMOUS: Second Son
Matt Vainio (Sucker Punch)
This session will cover the processes behind the visual effects development of inFAMOUS: Second Son, from breakdowns of specific effects to discussions of our tools and workflow. We will discuss the challenges of creating a diverse set of visual elements, such as smoke and neon super powers. We'll share how we used concept art during production to meet the challenge of defining a visual language for the effects. A new generation of engine and tools were created during the course of development - we'll take a look at how this gave us increased lighting accuracy, an expression-based particle editor and real-time curl noise that allowed us to create a unique suite of visual effects. We'll conclude with a few hard lessons that we learned along the way about the changes to our workflow.
Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us
Keith Guerrette (Naughty Dog, Inc.)
The sky is one of the most integral components of an outdoor composition - it dictates the lighting and color palette, it casts the mood and drives the story, and frequently, it can consume a majority of the pixels on-screen. Yet, it's often one of the most overlooked, snubbed components of level creation. And for making it move? Most practices either look terrible, or require vast amounts of time and technology. Within this presentation, Keith will walk the audience through the artistic considerations of creating a compelling, dramatic sky to cast as a backdrop for their artwork. More importantly, he'll introduce the production challenges of skies within The Last of Us, and teach the audience how we were able to use vector fields, flow and some simple math to imply the motion of clouds receding into the horizon on a single matte painting, without losing our fast iteration.
 
UBM Tech