Art Direction Bootcamp at GDC
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This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

Art Direction Bootcamp at GDC
5 March, 2019

Are you ready for the fifth annual Art Direction Bootcamp at GDC? The event, organized by Keith Self Ballard and Andrew Maximov, will tell you about game art direction and how to develop a broader artistic vision. Leading artistic forces of the game industry will discuss what really matters in art, and how to build or support a vision and make friends doing it.

Here are the talks to be held during Art Direction Bootcamp:

  • “Building a Creative Future with Artificial Intelligence” by Andrew Maximov (Promethean AI, LLC)
  • “What They Don’t Teach You in Art School: Lessons for First Time Leads” by Erica Pinto (Sony Santa Monica Studio)
  • “Team Growth and Preserving Team Culture on Marvel’s Spider-Man” by Jacinda Chew (Insomniac Games)

First of all, it’s a great chance to get more insights from Andrew Maximov, the man who is going to revolutionize the industry with the upcoming Promethean AI, but there’s more with a number of top talents who will join the party.

“There will be a wealth of concentrated art-specific information from the top minds of the industry that should be interesting not just to newbies and students, but seasoned professionals who are concerned with pressing issues of the day and industry realities. New friends that are also passionate about game art are welcome.”

You can learn more about the event here.

The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.

Any future updates are included and will be available for download in case they are released. Next episodes are not included.

Check the full description

Contact Emiel Sleegers

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