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Art and Animation

Art, Video Game, and Cultural representation - Brigitta Rena

Speakers
Brigitta Rena
Speaker Date
-

In this talk, Rena will cover her experience as a game developer and an illustrator in Indonesia. She will share the process behind her works When The Past Was Around and She and The Light Bearer.

Breaking down how she takes stories and cultural details from her beloved country and translate it into video games.

13,500 assets and counting Building environments with Megascans - Galen Davis

Speakers
Galen Davis
Speaker Date
-
Session type

A full Quixel ecosystem walkthrough exploring Bridge, Mixer, and the UE4 plug-in.

Discover how easy it is to bring photorealistic content into games, as well as manipulate scan data to be stylized using Quixel Mixer.

Art pipelines and photogrammetry - Paul Skinner & Daniel Visser

Speakers
Paul Skinner
Daniel Visser
Wicked Workshop
Speaker Date
-
Session type

Being an artist in an industry setting can prove challenging. Paul Skinner talks about his experiences as an artist throughout his 12 year career, the pros, cons and challenges associated with being an artist. With Daniel Visser, Paul will also touch on the typical art pipeline at Wicked Witch, including the character photogrammetry pipeline Wicked Witch has purpose-built for capturing photogrammetry data of sportspeople.

Paul and Daniel will explain the initial hardware setups testing processes behind the scenes that led up to the eventual character photogrammetry pipeline that exists today. Paul will cover the steps involved in shooting an actor or talent and taking the required photogrammetry data before it’s processed through the pipeline.

Paul will be expanding on the processes involved in turning that photogrammetry data into a final character featured in a Wicked Witch sports title, as well as some insights into how to maximize the output efficiency of that system. Meaning how to make 300+ uniquely identifiable character models based on real people in a cost-effective and time efficient manner for game development.

Cinematic Look Development and Art Direction for Virtual Reality in ‘Minimum Mass’ - Raqi Syed

Speakers
Raqi Syed
Speaker Date
-
Session type

This talk showcases ideation, art direction, and lighting design for the virtual reality experience, MINIMUM MASS. It will outline the technological and creative constraints around implementing a photographic visual style, performance requirements, and the overall look and feel of a surreal but gritty reality.

Covering the principles of how cinematic lighting can be achieved for 6dof VR, it will give a detailed look into the UE4 based pipeline used to create the experience’s natural and speculative environments. It demonstrates the path of an environment from conception to production with a particular focus on how feature offline visual effects lighting practices can be adapted for indie immersive real-time workflows.

GCAP19: Paris Buttfield-Addison - Why did medieval knights fight giant snails?

Speakers
Paris Buttfield-Addison
Secret Lab
Speaker Date
-
Session type

Talk: Why did medieval knights fight giant snails? And what does this have to do with games?

Speaker: Paris Buttfield-Addison

"...vehicles for delight, disgust, and befuddlement..."

"...delightfully detailed (and occasionally rather gruesome)..."

"...silly, dramatic, and puzzling..."

Are these quotes from game reviews, or are they comments made by people looking at late-medieval marginalia? We'll find out together!

Was there a giant snail problem in the late Middle Ages? Illuminated manuscripts from the late medieval period are full of beautiful, dramatic, hilarious imagery of knights fighting giant snails (and many other seriously weird stuff™).

Scholarship on the medieval era is full of such intriguingly titled works as “The Snail in Gothic Warfare”, “What’s so funny about knights and snails?", “Snails: the central problem of high middle ages warfare”, and “Snails—rethinking our ancient foe”.

What’s going on? Was there a species of giant snail, long since extinct? Or some kind of collective hallucination?

What’s the deal? Let’s find out together. Answering this, and other bizarre questions from history, Paris explores why all game developers should learn history, and shows how medieval marginalia (the drawings in the sides of medieval manuscripts) are really just ye olde promotional art, a medieval image-based social network, if you will.

Join a game developer with a PhD in Computer Science and a degree in Medieval History and find out why everyone should learn a little history (and I’ll explain the snail thing, too.) We will look at the world of medieval art, and together we'll find out how and why today's game makers can light the way forward for a better treatment of art and artists by borrowing from the approach of medieval scribes and designers.

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Dean Walshe - The Art of Void Bastards

Speakers
Dean Walshe
Blue Manchu
Games
Void Bastards
Speaker Date
-
Session type

Talk: The Art of Void Bastards

Speaker: Dean Walshe

Dean will explore the process behind creating the visually distinctive game Void Bastards.

Looking at both the technical and artistic choices needed to deliver the vision of Blue Manchu’s art director Ben Lee.

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Jessica Da Silva - Work in Progress: Lessons learned from experience as a 3D artist

Speakers
Jessica Da Silva
Blowfish Studios
Speaker Date
-
Session type

Talk: Work in Progress: Lessons learned from experience as a 3D artist

Speaker: Jessica Da Silva

This session is built around questions from my mentee where I highlight my experience, the lessons I've learnt and mistakes I've made, providing advice for aspiring 3D artists.

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Ngoc Vu - Anime and the Illusion of Visual Simplicity

Speakers
Ngoc Vu
Speaker Date
-
Session type

Talk: Anime and the Illusion of Visual Simplicity

Speaker: Ngoc Vu

Anime despite it's minimalist appearance, can be a difficult style to work with. What defines it from western animation? What can we do when the elements and design seem so established?

For any artists hoping to adopt an anime artstyle into their concept art and games, this talk will go through the specific visual tools, methods, and thought processes that were considered when establishing Ngoc's artstyle for her anime inspired work and how practical they were in a game studio environment.



Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Izzy Gramp - Colour Anti-Theory

Speakers
Izzy Gramp
Speaker Date
-
Session type

Do you find yourself confused by colour theory?  Have you been overwhelmed by sliders?  Ever Wondered what things like agnostic or triptic colour schemes so you try googling them only to find out that they’re actually spelt Analogous and Triadic and it’s too late to take back that message you’ve already sent to your colleague?!? Well! Then this talk is for you! This talk doesn’t really tell you what any of those fancy words mean, but it will tell you how to make your colours look nice and consistent using data, research, colour matching, rulesets and other colour grading techniques.

This talk will first focus on getting enhancing the colours you’ve already got and how to grade things using the various tools that engines like Unreal and Unity provide (as well as how to generate a look up table in photoshop so you can use all of photoshop’s tools!). We’ll then look at ways to coming up with a cohesive colour scheme for games as well as easy way to generate colour palettes for items, shaders and textures. Finally this talk will finish up on with a case study on creating thousands of colours, research and inclusivity of skin tones, colour ux, and share some data and analytics on colour schemes. This talk isn’t so much about reinventing the colour wheel, but destroying it (and maybe setting it on fire.)



Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Hannah Crosby - Being A Multi-Disciplinary Artist: Games, Film and Beyond

Speakers
Hannah Crosby
Speaker Date
-
Session type

Talk: Being A Multi-Disciplinary Artist: Games, Film and Beyond

Speaker: Hannah Crosby

The presentation will cover insights gained through the presenter’s experiences working within multiple creative industries as an artist.  Specifically, looking at the fundamental principles that underlie the creation of good art, regardless of medium, and which skills allowed the presenter to move between the video games and feature film industries by applying concepts relevant to both.  Creating believable art is strengthened through understanding real fabrication methods which will allow the artist to elevate their art with a real understanding of how physical objects are built and weathered. The talk will explore the importance of traditional art training for games artists, not just the study of specific digital software or games-specific art ideas, and why this creates better artists who are more resilient and creative.



Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Dean Finnigan - Prototyping into Production - Technical and Creative Convergence

Speakers
Dean Finnigan
Wargaming Sydney
Speaker Date
-
Session type

Talk: Prototyping into Production - Technical and Creative Convergence

Speaker: Dean Finnigan

Prototyping is a critical part of the development of ideas and gameplay and requires a highly functioning team of cross disciplines to work together in an arena that can be hugely different from the pace of normal development.

This session will look at my experience of working within a fast paced team and how the role of an artist/technical artist is constantly evolving especially with tools such as unreal allowing the artist creative and technical freedom.

This session will cover ideas of best practices, common pitfalls and observations both from specific skillset point of view but also contributing to the team. The dynamic creation of something that has the potential to emerge that can be more than the sum of it’s parts.

Rather than be a definitive approach to a process, this session should hopefully raise questions and add value to any prototyping process and allow me to share my experiences of identifying where prototypes have been successful, how the team has performed and responded to diverse ideas, and anticipating the clients expectations.

 

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au