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A Week of Visual Arts Lessons

Learn from leading artists with a wide variety of art styles and concepts, and explore the inspiration and process behind their work. Learn methods to create quality art and animations for all kinds of games under tight deadlines; from stellar concept art techniques to post-production best practices and everything in between.

Animation Summit

One-Day Summit | Monday | March 21, 2022

The Animation Summit will go through all facets of animation expertise: 'traditional' focused talks on the animation process, technical achievements, bite-sized tips and tricks, insight into animation culture, and how to best apply all that knowledge to game development. Through a variety of tools and disciplines, the day will show how the unique demands of game creation require not just great animators, but great developers.

Animation and Customization in 'The Sims 4'

Yusun Chung (Electronic Arts)

'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology

Ryan Cardinal (Senior Software Engineer, Electronic Arts), Luke Shier (Senior Animator, Electronic Arts), David Wong (Senior Software Engineer, Electronic Arts)

Sustained Animation Excellence in 'Apex Legends'

Alejandro Potter (Animator: Apex Legends, Respawn Entertainment)

Technical Artist Summit

One-Day Summit | Tuesday | March 22, 2022

Technical Art is an ever-evolving discipline, with TAs playing key roles in developing efficient pipelines, creating visually sophisticated content, and optimizing performance. The Technical Artist Summit aims to help TAs around the industry find the tools and skills they need to manage the turbulent waves of game development at their own studios or from their own homes. Speakers will present new tools, techniques, and turn our attention to the future of the Technical Art discipline.

Finding Harmony of Anime Style and Physics Based Rendering

Chen Zhou (NetEase Games)

Core Concepts Sessions: Visual Arts

Wednesday-Friday | March 23-25, 2022

The learning continues Wednesday through Friday with Core Concepts presentations. Check out session highlights below.

How Rigid Limitations Can Be Liberating, Developing Art Without Textures for 'The Falconeer'

Tomas sala (T.L Sala Holding Amsterdam)

Simulating Tropical Weather in 'Far Cry 6'

Colin Weick (Ubisoft Toronto), Emily Zhou (Ubisoft Montreal)

The Art Direction of 'Psychonauts 2'

Lisette Titre-Montgomery (Double Fine Productions)

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