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|    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.

Arrow Search for all Visual Arts Track sessions


Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of 'Forza Horizon 3'
Jamie Wood (Playground Games)
With 'Forza Horizon 3', Playground Games undertook an ambitious and novel approach to representing the sky over time. The team developed a technique for shooting high resolution 24 hour HDR time-lapse photography using a custom camera rig, on location, and then projected these evolving sky captures onto the in-game sky. The improvements this brought to the lighting system as a whole and the unexpected benefits of capturing the true changing nature of the sky offer a unique option for any videogame/real-time application that features moving time of day.
Fast, Cheap and Flashy: An Indie Art Direction Adventure
Adam DeGrandis (Chickadee Games LLC)
'Tooth & Tail', Pocketwatch Games' follow-up to 'Monaco: What's Yours Is Mine', had been in development for nearly two years, but the art was in trouble. It was inconsistent, hard to read, and a little dull. The style needed to be redesigned and ushered through production but there was a catch: it needed to ship in ten months and it couldn't cost a lot. Lateral thinking, semi-unconventional pipelines, educated-risk taking, and old-fashioned art fundamentals came to the rescue, and helped reshape the game's style into something that won awards before the game was even released. But what's the cost of succeeding early, and what happens when a team that worked so long with a big, stressful long term goal suddenly doesn't have one? The examples are pixelated, but the lessons are universal.
'Agents of Mayhem': Physically-Based Materials in a Stylized Open-World
James Taylor (DS Volition)
Physically based rendering is the new hot trend for more photorealism in rendering, both real time and pre-rendered, but it doesn't have to be. This talk covers 'Agents of Mayhem', one of a new breed of graphically stylized games using the PBR technique, and covers methods for balancing a full physically based pipeline with a distinct illustrative artistic style. Many things will be covered, including memory management of the additional specular textures, shader techniques, the importance of color choices and use of documentation to maintain the multifaceted style across multiple vendors and artists. The talk is primarily focused on world materials, but lightly touches on the related material stylization of other disciplines.