Artists where do we go now?

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: David Lesperance, NVIDIA

Description: The industry is constantly changing. New engines, new code, new art, new tools, new artists, faster deadlines ai and deep learning. But for artists, between the amazing works seen everywhere on the web, massive production studios and outsourcing companies is making good art enough? Looking at game productions, studio closure, indie development I want […]

Building a Creative Future With Artificial Intelligence

Monday, November 12th

À Room 510B Categories: Visual Arts By: Andrew Maximov, Promethean AI

Description: the session will break down into 3 categories all full of examples of potential applications of AI in production: AI in Content Creation AI at Runtime AI as a Creative Partner The first 2 are for the most part just the examples and ideas on where new technology will take us. The thired one […]

Delicacy in Visual Narrative – The Vitality of Visual Storytelling in Games

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Natasha Trygg, Snowfall

Description: This talk will present the tools from traditional visual storytelling and art production (art theory and practice, semiotics etc.) and their implementation in games – most of the AAA games use these principles especially in open world designs. Same principles are seen in successful indie titles such as “Journey” and “Thomas was Alone”, along […]

Injecting Motion: Procedural Animation in Unreal Engine

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Harry Boltz, Epic Games

Description: Pouches, Backpacks, Hair & Chains. This session will break down the Unreal Engine’s various blueprints, nodes, and tools used by Epic Games to create dynamic procedural movement. Targeted public: Intended for Game Developers with interest in the Unreal Engine, Animation Systems, and Technical Animation. This talk will offer an insight on how procedural animation […]

Paint It Black: The Art and Design of Darkest Dungeon

Monday, November 12th

À Room 510B Categories: Visual Arts By: Chris Bourassa, Red Hook Studios

Description: Darkest Dungeon’s art style, broken heroes, and morbid monsters were no accident! Careful deliberation and a rigorous commitment to expressing a singular creative direction underscore the game’s art and design at every turn. From Lepers to Plague Doctors, Creative Director and Artist Chris Bourassa illuminates the influences, narrative goals, and production considerations that formed […]

Shadow of the Tomb Raider: Creating an Emotional Journey through Gameplay Animations

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Wilson Mui, Eidos Montreal

Description:  Crumbling ledges, near death experiences, and strong relationships. Feelings of power, helplessness, and physical connection are all things that gameplay animation can help bring to life. This is a presentation on the creative direction for Shadow of the Tomb Raider from the perspective of gameplay animation. The animation team needed to be highly adaptable and […]

Swinging in the Rain: Marvel’s Spider-Man

Monday, November 12th

À Room 510B Categories: Visual Arts By: Chris Perrella, Insomniac Games

Description: in this session Chris Perrella, Senior Graphics Technical Artist at Insomniac Games, will focus on render techniques used to bring rain to Marvel’s Spider-Man’s New York City. He will discuss the artistic and technical aspects of the methods used and the challenges faced in creating procedural wet surfaces, droplets and dynamic splashing. Targeted public: […]

Texturing the World of Assassin’s Creed Odyssey

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Pierre Fleau, Ubisoft Québec Vincent Dérozier, Ubisoft Québec

Description: Learn how the Textures of Assassin’s Creed Odyssey world have been created. In this presentation you will learn how the Ubisoft Québec team bring the ancient Greece to life. We will take you through the specificity of the complete redesign of the texture pipeline for our world textures. You will see through specific Architectural, […]

The Rules of Art: Creating a Brand Style Guide for Games

Monday, November 12th

À Room 510B Categories: Visual Arts By: Alexander Karpazis, Ubisoft Montreal

Description: every game has an identity. The strength of this identity relies on the visual branding of the game. Whether it’s the typography used in a million dollar advertising campaign or the colors used in an indie games logo – the branding style guide is the rule-set that defines a games voice. Alexander Karpazis is […]

With Great Power Comes Great Responsibility: The Character Art of Marvel’s Spider-Man

Monday, November 12th

À Room 510B Categories: Visual Arts By: Gavin Goulden, Insomniac Games

Description: in this talk I will show our process in how we advanced our team from making stylized art to highly realistic characters, the changes this brought about, the challenges we faced, and how it improved the output of our team. Touching on topics such as art direction, process / execution, rendering technology, and how […]