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Visual Arts Track

The Visual Arts Track delves into the nitty-gritty of the artistic side of games. Learn about developing effective story lines and discover new industry tools.

The focus of game art is shifting from simply attaining the best possible production quality to exploring new ideas and art styles that allow a game to stand out from the competition. The Visual Arts track provides longer format classes to allow speakers the time to walk attendees step-by-step through the latest tools and techniques. Each class will be self-contained to provide the specific practical knowledge of advanced techniques that will take game art in new directions.

Click here to view Visual Arts Track sessions for the 2008 Game Developers Conference.

Check out GDC Board Member, Bob Rafei, Top Visual Arts Picks for GDC08


Bob RafeiGames will be the dominant entertainment medium of this century, if not already.  No, we aren’t yet considered the predominant art form of this century, but the baby steps we’re taking as game developers today will inevitably get us there.   Just as cinema developed its own vocabulary separating it from theater which birthed it, we too are developing and iterating a unique gaming vocabulary.  Any opportunity to share and learn, like at GDC, helps in evolving this vocabulary and our medium.  What a great time to be a developer, or looking to join the ranks!  The demand for skilled team members is constantly growing in all areas of development, and the canvas in which to work is larger than ever before.  Weather you’re working on smaller casual titles, or part of a larger next-gen team, I’m hopeful you’ll find plenty at the conference to advance your skills, help in your current challenges, share ideas, or simply to inspire & be inspired. More Info...

Bob's Top Visual Arts Picks:

Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline
Speaker: Judd Simantov (Lead Character Technical Director, Naughty Dog Inc), Jeremy Lai-Yates (In-Game Animation Lead, Naughty Dog Inc.)
This talk will cover all the decisions we took in creating our PS3 animation pipeline. The software choices we made, the tools we created in order to maintain a well sized animation team, the animation workflow that we developed and some of the trickery we used to handle so much animation on so many characters. More Info

Practical Light and Color
Speaker: Jeremy Vickery (lighting artist, Pixar Animation Studios)
Going beyond basic color theory Jeremy will share observations of how light works, how we interpret the images we see of the world around us, and how to apply this knowledge to image creation. More Info

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Check out more Visual Arts Sessions:


Visual Arts
Engaging the User
by Ernesto Perez & Jeremy Rawls


God of War: Deconstructing an Epic
by Nathan Phail-Liff


Python for Technical Artists
by Adam Pletcher


Building an Art Department from Scratch
by Justin Evans

Prototype
PROTOTYPE: The Artistic Vision Uncensored
by Maurice Kimball



Click here for more Visual Arts Sessions