Writing this up after my first SIGGRAPH experience (wish I went sooner).
So, I was wondering how best to approach SIGGRAPHs in the future as an artist who has little experience in graphics engineering, but can maybe talk about it at a high concept level with another graphics engineer and ask the nitty gritty questions.
From what I experienced, it seemed like a less harried, more concentrated GDC, with the usual GDC-esque challenges and social morays. Wondering if there's something I'm missing, like should I have gottena full conference pass or was my Select Conference pass okay this time. (Probably going to apply to volunteer next time).
All in all, I thought it was fun this year, met far less fewer people than GDC, but conversation were more intimate. And the feeling of just less speedy insanity was a good change of pace from GDC.
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Or you can get your company to pay for it
It really is just a huge experience to take in. For me at least, my head just came back swimming with ideas and wanting to jump back into work. It's a full week of being surrounded with incredibly talented and driven people in all areas of computer animation and digital effects. The Emerging Technologies section is almost worth it alone, just seeing all of the tech being developed that most people won't see for years. Meeting and talking to folks high up at Autodesk, Pixar, ILM, etc is a great experience. I think a lot of artists that only think about being a games artist could really come away from it amazed at how much your talents can be put to use in various fields of 3d and digital fx. Personally, I'd take it over GDC.
But agree with oxynary, you certainly don't have to be a graphics engineer or in on more of the technical side to appreciate things there, unless you only went to very specific panels. What all did you see?