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GDC

Art and Graphic Design Talks

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120 items
Last updated on Nov 5, 2023
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Creating Narrative VFX in 'Temtem'
57:11
Matte Painting in Games
23:55
Case Study: Creating Realistic Facial Motion for 'The Quarry'
1:02:43
Finding Harmony in Anime Style and Physically Based Rendering
29:38
How Great Key Art Can Lead to Doubling Marketing Numbers
38:32
The Art Direction of 'Psychonauts 2'
56:03
Restoring the Forest: Capturing the Themes of 'Kena' Through VFX
28:34
How Parameters Drive the Particle Effects of 'Forza Horizon 5'
48:20
Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever
51:31
Designing the Settlements in the World of 'Horizon Forbidden West'
31:12
Freelancing Tech Art Part-Time: A Few Dos and Don'ts
32:43
Can We Do It with Particles?: VFX Learnings from 'Returnal'
27:23
Emotional Neural Style Transfer: Expressing Character AI Emotion through Paintings
25:45
Building a Unified Cross-Project UI Framework
31:04
Critiquing Game Visuals: Common Problems and How to Solve Them
28:04
Player Interactions Visualized
46:26
What They Don't Teach You in Art School: Lessons for First Time Leads
49:29
The Art of Afterparty: The Devil's in the Details
47:02
It Just Works: Ray-Traced Reflections in Battlefield V
48:20
Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game Engine Pipelines
1:08:53
Low Cost Facial Scanning Using Photogrammetry in State of Decay 2
30:50
Illustrating Tamriel: Creating Key Art for The Elder Scrolls Online
58:44
The Art of FAITH: Horror at 192x160 Pixels
27:54
The Passion Project:  Catalyst to Creativity and Cure for the Stagnate
29:48
Three Steps to Becoming a Better Artist Immediately
27:51
Pode, a Rose Painted Adventure
19:43
Shading the World of Anthem
57:32
A Living Painting: The Rendering and Art of 11-11 Memories Retold
1:06:12
The Elementary Particles
54:20
Introduction to Proceduralism
48:20
Cinematic Environment Production for Uncharted 4
56:56
The Walking Dead: Crafting a Stylized World for the Mature Franchise
24:19
Fast, Cheap and Flashy An Indie Art Direction Adventure
1:04:53
Creating Living, Breathing Key Art for Your Front-End
31:28
A No-Nonsense Approach to Designing Horizon Zero Dawn's Robot Dinosaurs
1:00:57
Inspiring Creativity through Internal Game Jams
1:00:16
High Resolution Pixel Art and Animation
29:09
Visual Language of Electronauts: An Immersive Sound Based VR Experience
26:37
The Distributed Art Direction of Edith Finch
28:32
Aesthetic Driven Development: Choosing Your Art Before Making a Game
24:12
Art Direct for 100 MPH: Balancing Visuals with Performance for Forza Motorsport
55:13
Between Tech and Art: The Vegetation of Horizon Zero Dawn
58:12
Art Direction: Escaping Your Comfort Zone
25:55
Subtitles Are Changing, Don't Be Left Behind
27:49
Art Direction for AAA UI
1:01:06
The Art of Firewatch
26:44
Environment Design as Spatial Cinematography: Theory and Practice
58:10
Art Direction Bootcamp: Creating a Believable Hero
51:21
Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of Forza Horizon 3
1:03:12
Killer Portfolio or Portfolio Killer 2019: Advice from Industry Artists
1:12:57
Creating Compelling Characters: Insights from a Panel of Character Concept Artists
1:16:34
Achieving High-Quality, Low-Cost Skin: An Environment Approach
32:10
Art Direction Bootcamp: Building a Creative Future with Artificial Intelligence
1:09:21
Why Fashion in (Most) Games Sucks, and Why You Should Care
32:16
League of Legends Client Update: Art Directing a Consistent and Scalable Interactive Brand Identity
55:43
Procedurally Crafting Manhattan for Marvel's Spider-Man
1:07:26
The Great Divide: Unique Visuals and Deterministic Gameplay in Deserts of Kharak
59:36
How Art Was Used to Create a Unique Cinematic Experience in Heavy Rain
1:04:58
The Art of Wonder Boy: The Dragon's Trap
25:42
Visual Effects Bootcamp: Artistic Principles of VFX
1:00:34
Mirror's Edge Catalyst: Evolving and Creating a Style
46:55
The Art of Dear Esther – Building an Environment to tell a Story
22:24
How to Find and Engage a Great Artist: A Non-Artist Primer
30:21
Creating Amazing Characters
59:40
Developing the Art of Fortnite
1:01:44
Rayman Reinvented
1:07:57
Repopulating the Earth: Character Production on Horizon Zero Dawn
1:03:24
The Art of Severed: Making a 2D/3D Hybrid
51:16
What Modern Interior Design Teaches Us About Environment Art
26:35
Fizzy Brushstrokes: The Art of Knights and Bikes
32:24
Exploring Hidden Stories in the World of XCOM 2
21:37
Killer Portfolio or Portfolio Killer 2018: Advice from Industry Artists
1:01:44
Concept Art is Dead
1:05:14
Classic Game Postmortem: Sonic the Hedgehog
1:02:04
Visual Adventures on Sea of Thieves
51:04
Art Direction Bootcamp: Building a Visual Threshold
59:14
The Color of Enlightenment: Defining Shangri-La Within Far Cry 4
20:08
Order from Chaos: The Art Direction of Sunset Overdrive
46:34
The Art of Reanimating Plants vs. Zombies 2
24:37
Maximizing Artistic Critique: Improving Communication for Everyone Involved in Critical Feedback
44:23
Rayman Legends: The Design Process Within the UbiArt Framework
58:23
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
57:06
Adaptive Virtual Texture Rendering in Far Cry 4
53:32
The Visual Effects of inFAMOUS: Second Son
52:06
The Art of Child of Light
46:01
Capturing Reality: Gathering Reference for Forza Motorsport 5
53:15
Killer Portfolio or Portfolio Killer: Advice from Industry Artists in 2017
1:00:56
Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
45:18
Low Complexity, High Fidelity - INSIDE Rendering
59:27
Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
54:57
Rediscovering Authentic Creativity
1:04:40
Crafting Destruction: The Evolution of the Dead Space User Interface
1:01:07
Happy Inside the Box: The Art of Old Man's Journey
57:19
Creating the Art of ABZU
27:03
Porting a Real Life Castle into Your Game When You're Broke
24:07
The Art of Pre-Production
1:01:21
Halo 4: Content Performance Tips & Techniques
45:45
You Look Smashing: The Procedural Art Direction of We Happy Few
37:03
The Art Direction of Street Fighter V: The Role of Art in Fighting Games
1:03:35
Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine
54:49