22 August 2018
Insights into game art
An interview with Baj Singh, Lead Character Artist
Baj talks to Ryan Kingslien about game art, his own journey into the industry, studying anatomy and training your brain and the tools he uses.
How does technology affect art creation
By Jodie Azhar, Lead Technical Artist
At Norwich Gaming Festival 2017, Jodie spoke about the impact of technology and its limitations in 'How to make video games look good and run fast'.
The animation pipeline for Total War: WARHAMMER
By Lee Dunham, Lead Technical Artist and Greg Alston, Lead Animator
In this livestreamed BAFTA exclusive tutorial, Lee and Greg talk through the animation pipeline behind the award-winning game.
A practical approach to developing forward-facing rigs, tools and pipelines
With Michael Malinowski, Senior Technical Animator
As the scale of productions escalate, it becomes increasingly risky to make foundation level changes to tools or assets mid-production, often leading designers to wait years before making drastic but beneficial alterations. In this GDC session, Mike presents our approach to building and utilizing a version-centric plugin architecture throughout a variety of their animation, rigging and pipeline tools, allowing for a more experimental and forward facing development approach. This is demonstrated through overviews and technical demonstrations of a scalable asset system, a rigging-on-demand framework as well as a mechanism to completely abstract tool code from the rigs, or rig metadata, they operate on. All of which come together to produce a pipeline which actively promotes experimentation and progression.
Sculpt forms while focusing on flow, texture with multiple texture sheets and more
By Johann Tan, Senior Character Artist
In this step-by-step tutorial, Johann breaks down the process including the tricks to speed up the creation in the crafting of the large and complex Treeman character.