Game Developers Conference 2008 - (Page 115) Visual Arts Track The Visual Arts Track is designed to provide specific, practical knowledge in taking game art in new directions. Go step-by-step through the latest tools and techniques in longer format classes. the art and Science of Lighting Julian davis (Geomerics Ltd) thursday 9-10am • room 3020, West Hall The choice of lighting model has an enormous impact on a games visual style, and it is important for artists and programmers to have a clear understanding of the trade-offs to be made. This lecture reviews the fundamentals of lighting from a technical and visual standpoint, discusses the options available to a Next Gen game, and the ramifications for authoring and explores a little of the future of lighting in games. Lecture – IntermedIate art directors/Lead artists roundtable Seth Spaulding (Firaxis Games) Wednesday 2:30-3:30pm • room 123, north Hall thursday 5:30-6:30pm • room 114, north Hall Friday 2:30-3:30pm • room 114, north Hall Visual arts managers from around the industry discuss common challenges and offer solutions. Topics include: pre-production resources, scheduling demons, tools, reviews, production pipelines and studio development. Participants are exposed to current issues facing the industry and come away armed with solutions to tackle the challenges of their own studios. Lecture – aLL rOundtaBLe – IntermedIate PaneL – aLL art Outsourcing: Studio Best Practices nick Falbo (Liquid development), Jason manley (massive Black), manvendra Shukul (Lakshya digital), Paul Steed (exigent) Wednesday 4-5pm • room 2007, West Hall Understand what you need to put together to begin and maintain a solid art outsourcing relationship from some of the most successful studios in the industry. SPOnSOred By autOdeSK Visual Arts Track the art and technology Behind BiosHoCk’s Special effects Stephen alexander & Jesse Johnson thursday 2:30-3:30pm • room 2001, West Hall In this session Stephen Alexander (Effects Artist) and Jesse Johnson (Graphics Programmer) present an in-depth look at the evolution of several of the cutting edge special effects used in BiosHoCk from both artist and programmer perspectives. On the technical side, Jesse will discuss the iterative development of three key subsystems in BiosHoCk. He will present BiosHoCk’s particle lighting system, as well as the development of two interactive water techniques: one for interactive cascading waterfalls and another for interactive rippling water. Stephen will discuss a number of the techniques used on the art side to create help complete the illusion of various water behaviors and other atmospheric effects. Lecture – aLL the art of final fantasy – Interview with Isamu Kamikokuryo Isamu Kamikokuryo (Square enix), Steve theodore (Bungie Studios) thursday 2:30-3:30pm • room 135, north Hall Isamu is the art director for final fantasy XIII. He also worked on final fantasy X (background art director) and final fantasy XII (art director). He will touch upon the secret of final fantasy art, how he gets inspiration, how he was trained, how his concept art influence the game development, etc. autodesk 3ds max and autodesk maya: Integrating High-Level Shading effects Bernard Kwok & neil Hazzard (autodesk) Wednesday 2:30-3:30pm • room 2000, West Hall This technical talk for shader writers will describe the range of high-level shading effects that can be integrated into the latest versions of Autodesk 3ds Max and Autodesk Maya applications. We will discuss each application’s draw architecture, and explain how high-level shading components integrate with the architecture to produce complex effects. We will also discuss mechanisms for building effective customized shader user interfaces in both packages, and will touch on topics relating to our support for nextgeneration graphics APIs. art Outsourcing: client Best Practices carey chico (Pandemic), Sherry Floyd (SOe), William Podurgiel (Big Huge Games), Paul Steed (exigent) Wednesday 2:30-3:30pm • room 2007, West Hall Learn tips, useful suggestions, the successes and the mistakes of some of the most experienced outsource users in the business. PaneL – aLL autodesk 3ds max tips and tricks adrien cho & mike trottier (BioWare corp.) thursday 12-1pm • room 2010, West Hall The difference between a good artist and a power user is often the tips and tricks that are being applied. Learn to harness significant power from the new features in Autodesk 3ds Max software. Find out first-hand where the best speed improvements can be gained and what the optimal pipeline looks like for working with complex data. Discover the latest tips and tricks SPOnSOred By autOdeSK This session is simultaneously translated Visit www.gdconf.com for daily coverage of GDC 2008 115 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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