With the abundance of emerging technologies like photoscanning, procedurally generated content, neural networks, VR, AR one can find of himself understandably confused and lost in regards to the future of production as the industry knows it today.
Graphic L.A. is part practical instruction, part guided meditation on the importance of color values and objects in art. The reader is led by the professional instruction of Robh Ruppel.
A book about city perception. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller?
Graphic L.A. is part practical instruction, part guided meditation on the importance of color values and objects in art. The reader is led by the professional instruction of Robh Ruppel.
Arkane Studios' Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player's experience (primarily gameplay, presentation and story).
Graphic L.A. is part practical instruction, part guided meditation on the importance of color values and objects in art. The reader is led by the professional instruction of Robh Ruppel.
Broken Rules' Clemens Scott describes the art production process for Old Man's Journey, and how the creative constraints of 2D art to make a game that stands out from the crowd.
In this 2015 GDC talk, Capy Games' Dan Cox dives into complex interior design techniques and practices you can use to master space and place in your level design.
A book about city perception. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller?
Arkane Studios' Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player's experience (primarily gameplay, presentation and story).
This segment of the Art Direction Bootcamp will focus on preproduction and the array of challenges faced by art directors during the early stages of development, including management, vision, and inspiring the team. (XCOM, XCOM 2
This session is rich in high-level lessons, such as how slowing down to think is sometimes the most efficient use of time, and how to tell when something's "good enough". The last part (postmortem) is the best.
Josh is the studio design director at Obsidian Entertainment in Irvine, California. He started in the video game industry in 1999 at Black Isle Studios, where he worked as a designer on the Icewind Dale series.
Where some game makers beat you over the head with explanations and tutorials, Valve took a subtle approach with Half-Life 2 and taught you its rules without you even knowing.
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design as part of this illuminating talk at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
In this 2015 GDC talk, Capy Games' Dan Cox dives into complex interior design techniques and practices you can use to master space and place in your level design.
In this 2015 GDC session, Bungie's David Helsby shows how Bungie creates high quality first-person animation that supports Destiny's cutting edge gameplay.
A book about city perception. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller?
Arkane Studios' Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player's experience (primarily gameplay, presentation and story).
From the grungy roots in Seattle's 80's and 90's to the unpredictable weather and rain that drenches the region. Dive into the creative direction and art direction that created an impressionistic view of Seattle in 'Infamous Second Son' and 'First Light'.
Van Muijden shows the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly.
Where some game makers beat you over the head with explanations and tutorials, Valve took a subtle approach with Half-Life 2 and taught you its rules without you even knowing.
In this 2015 GDC talk, Capy Games' Dan Cox dives into complex interior design techniques and practices you can use to master space and place in your level design.
A book about city perception. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller?
Texturing Techniques of Sunset Overdrive. This session will explain each step of these environment art techniques and support it with example images and video from the production.
Presentation about animating vast amounts of fish, simulating huge dynamic kelp forests, and modeling undersea lighting and atmospherics. Bunch of usefull tricks.
Van Muijden shows the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly.
Building on last year's "Shaders 101" talk, this presentation will go beyond the basics and present several more advanced shader techniques. UN4, Ice-cube shader, rainpuddle etc.
Texturing Techniques of Sunset Overdrive. This session will explain each step of these environment art techniques and support it with example images and video from the production.
The new character pipeline for 'Far Cry Primal' is built around a flexible character customization system named Wolfskin, and a cross software workflow supporting both Max and Maya to better empower our diverse art team.
This segment of the Art Direction Bootcamp will focus on preproduction and the array of challenges faced by art directors during the early stages of development, including management, vision, and inspiring the team. (XCOM, XCOM 2
With the abundance of emerging technologies like photoscanning, procedurally generated content, neural networks, VR, AR one can find of himself understandably confused and lost in regards to the future of production as the industry knows it today.
Josh is the studio design director at Obsidian Entertainment in Irvine, California. He started in the video game industry in 1999 at Black Isle Studios, where he worked as a designer on the Icewind Dale series.
Broken Rules' Clemens Scott describes the art production process for Old Man's Journey, and how the creative constraints of 2D art to make a game that stands out from the crowd.
Graphic L.A. is part practical instruction, part guided meditation on the importance of color values and objects in art. The reader is led by the professional instruction of Robh Ruppel.
Presentation about animating vast amounts of fish, simulating huge dynamic kelp forests, and modeling undersea lighting and atmospherics. Bunch of usefull tricks.
This session is rich in high-level lessons, such as how slowing down to think is sometimes the most efficient use of time, and how to tell when something's "good enough". The last part (postmortem) is the best.
Broken Rules' Clemens Scott describes the art production process for Old Man's Journey, and how the creative constraints of 2D art to make a game that stands out from the crowd.
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design as part of this illuminating talk at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Denis will offer a set of ideals he established during his time as art director. This should give leads and directors who move into this position an idea on what is waiting for them on a social level, and help prepare them for tackling new challenges.
The Street Photography Manual leads the reader through a series of fully illustrated tutorials, including how to shoot a face in a crowd and how to train your eye to observe and capture the unexpected.
Library
My collection of useful links