My Shopping Cart

[ 0 ]

View Cart | Checkout

Game Developer Research
bullet Research Reports

bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before

Newest Item(s)

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)

Storefront > GDC Vault Store - Audio Recordings > More GDC > GDC 2005

View larger image


Art Content Creation for the Next Generation Unreal Engine
Price $5.95
Stock Unlimited
Weight 0 lb, 0 oz
SKU GDC-05-125
Art Content Creation for the Next Generation Unreal Engine,

Visual Arts, Lecture

Jerry O’Flaherty
, Epic Games

Pete Hayes
, Epic Games
The next generation of 3D engines for consoles and PCs are built around normal mapping and per-pixel lighting, and thus they bring a substantial change to the visual fidelity of game worlds and characters. New rendering pipelines allow for delivery of easily 100X visual complexity and detail over than the current generation – but with this added benefit comes a staggering increase in production costs. Artist efficiency, rather than technical engine limitations, has become the critical factor. In this talk, we’ll start by showing off assets from two of our unannounced, upcoming Unreal Engine 3 titles, to give the audience an idea of how high the bar will be raised with the new round of game engines. Then we’ll discuss the pipeline, scheduling, staffing, and tools used at Epic Games to rise to this new challenge. We’ll focus on ways to make sure the pipeline process stays on target, since longer production means mistakes are that much more expensive. From the artist’s perspective, this change will cause an industry upheaval like the 2D to 3D transition in the 1990s. We’ll explain how Epic’s staff has made the change to this new technology, and provide suggestions for how artists can prepare themselves for this upcoming career transition.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.