The Art of Overwatch: Evolving a Legacy – GDC 2017

In this 2017 GDC session, Blizzard’s Arnold Tsang and William Petras walk through the process for creating an artistic direction for the world of Overwatch.

The Art of Overwatch: Evolving a Legacy – GDC 2017

The Art of Journey – GDC 2013

n this talk given at GDC 2013, art director Matt Nava presents the artwork he created during the development of the game Journey by thatgamecompany. This talk summarizes creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning title.

The Art of Journey – GDC 2013

The Best Animation Tricks of the Trade

In this GDC 2016 session, Riot Games’ Alex Lehmann is joined by 5th Cell’s Amy Drobeck-Jones, ILM’s Jean-Denis Haas, Sucker Punch’s Billy Harper, Epic Games’ Jay Hosfelt, and Phoenix Labs’ Simon Unger as they explain the best tips and tricks for improving your craft as an animator.

The Best Animation Tricks of the Trade

Making Fluid and Powerful Animations For Skullgirls

How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay?

This talk from GDC 2014’s Animation Bootcamp features Mariel Cartwright explaining how Skullgirls was animated. It covers the importance of strong key frames, anticipation and timing, and how you can effectively get these principles across when your designer says only have six frames to deliver a punch.

Making Fluid and Powerful Animations For Skullgirls