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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)

Art Direction Summit

One-Day Summit | Tuesday | March 22, 2022

Hear leading artistic forces of the game industry share experiences about what really matters in art, and how to build or support a vision and make friends doing it at the Art Direction Summit. There will be a wealth of concentrated art-specific information from the top minds of the industry that should be interesting not just to newbies and students, but seasoned professionals who are concerned with pressing issues of the day and industry realities.

Hair Art in Games: Aesthetics Difference between Eastern and Western

Hao Luo, Xiaoying Fu (Netease)

Building Night City

Kacper Niepokólczycki (CD Projekt Red)

'Half-Life Alyx': Bringing City-17 to VR

Max Aristov (Valve)

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.

Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever

Kurt Diegert, Steve Heijster, Mikael Nellfors (343 Industries)

Finding Harmony of Anime Style and Physics Based Rendering

Chen Zhou (NetEase Games)

Freelancing Tech Art Part-Time: A Few Dos and Don'ts

Taylor Wright (Stray Kite Studio)

Visual Effects Summit

One-Day Summit | Monday | March 21, 2022

Real-time visual effects (VFX) artists have a long list of skills they must implement to solve the wide range of tasks they face. VFX artists must think and iterate like a designer, have the timing and flair of a great performer, be masterful artists, and need knowledge of the code normally reserved for programmers. Join the Visual Effects (VFX) Summit for a day of sessions covering the development of real-time VFX for games and a wide range of skills which historically only came from being in the trenches as a VFX artist.

Can We Do It with Particles?: VFX Learnings from 'Returnal'

Risto Jankkila, Sharman Jagadeesan (Housemarque & Playstation Studios)

FX in 'Lost Survivors': From Vision to Production

Emre Duran (Innogames)

How to (Not) Create Textures for VFX

Simon Trümpler (Wild Sheep Studio)

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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