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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


The Environment Pipeline of CSR Racing 2
Scott Harber (NaturalMotion Games)
This session focuses on the practicalities of delivering scalable, high-quality environment art across a range of mobile devices with varying capabilities. Here, we use CSR Racing 2 as a case study. It was a game that needed to release on all mobile devices from iPad Air 2 to iPhone 4S, using the same dataset in all cases. It also needed to look like a AAA console title. Written for Technical Artists, this is the story of how we achieved it. This session provides a practical guide for our approach to workflow, device parity, and feature development for our environment pipeline.
Art of Blues and Bullets: Dominating 256 Shades of Grey
Daniel Candil (A Crowd of Monsters)
What would happen if your game only had 3 colors? Daniel will offer his take on how a small art team can deal with the challenge of only using a very limited color palette (White, Black and Red) in the Blues and Bullets developement. He will also show the creative methods that they have used, such as the Attention Pyramid, to improve the visual rhythm and break the monotony and the presence of the color grey. In addition, Daniel will show practical examples of how the Pyramid has influenced the artistic direction and the designing of the scenes, colors and illumination.
Art Direction: Graphic Design is Key
Liam Wong (Ubisoft Montreal)
First impressions count. In a crowded marketplace it is becoming more important to have a strong visual identity as it is the first thing that consumers will see. This session will highlight the importance of graphic design as an art direction tool. Sharing processes for defining the visual signature ('look and feel') of a game, focusing on graphic design elements such as: typography, iconography, logo, colour, graphical elements and how they may be executed across different mediums: user interface & menus, print, key art and motion graphics; forming the visual identity.