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.
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.
In this 2015 GDC lecture, Naughty Dog’s Damon Shelton explains the design process used to create the motion capture pipeline for the 2013 hit The Last of Us
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.
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.