An Architects Guide to Creating Expressive Game Environments Pretty interesting overall. A few parts felt a bit dry to me but the examples she went through (Bioshock, Dark Souls, etc) were pretty spot on.
Restructuring a Warship at Full Steam covered the restructuring process at Wargaming. It has some interesting data about the amount of people required to do a task (implementing chat in his example) before and after.
Would love to hear some other recommendations as well for when I'm at work!
Excellent tips and primer on building modular kits and environments. This one's available for free.
Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for Tech Artists Great introductory concepts for those looking to get into some shader work. It's mostly done in UE4's material editor but he does go over the hlsl code of the example shaders he built as well.
An End-to-End Approach to Physically Based Rendering Great primer and hands-on-approach to understanding pbr. As someone who's still trying to grasp some of the fundamental concepts, this really helped to solidify some of the core principals. Also a great companion piece I think to the pbr guides that already exist on Allegorithmic's site
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Anyone have any recommendations for talks?
An Architects Guide to Creating Expressive Game Environments
Pretty interesting overall. A few parts felt a bit dry to me but the examples she went through (Bioshock, Dark Souls, etc) were pretty spot on.
Both of the Lawbreakers talks (Surrounded by 800lb Gorillas+ 360 art direction) were great. The former is avaliable for free with a login
http://www.gdcvault.com/search.php#&category=free&firstfocus=&keyword=lawbreakers&conference_id=
Restructuring a Warship at Full Steam covered the restructuring process at Wargaming. It has some interesting data about the amount of people required to do a task (implementing chat in his example) before and after.
Would love to hear some other recommendations as well for when I'm at work!
Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for Tech Artists
Great introductory concepts for those looking to get into some shader work. It's mostly done in UE4's material editor but he does go over the hlsl code of the example shaders he built as well.
An End-to-End Approach to Physically Based Rendering
Great primer and hands-on-approach to understanding pbr. As someone who's still trying to grasp some of the fundamental concepts, this really helped to solidify some of the core principals. Also a great companion piece I think to the pbr guides that already exist on Allegorithmic's site