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Extensible Rendering and Previsualization of Art
Price $5.95
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SKU GDC-06-131
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Extensible Rendering and Previsualization of Art,
2329

Production, Lecture

Daniel Horowitz
Tools Developer, NVIDIA
By matching the look and feel of game engines in production tools, producers will be able to make important decision sooner and more informed than ever before. Artists can start producing content earlier, faster, and smarter. Technical-artists and developers may also be able to perform better pre-production; enabling engine and shader design with less unknown variables and late occurring major changes. This lecture will cover previewing and pipelining technologies, high level shader orchestration, and some basic elements of shader authoring for tools.

Advancements in tools and techniques for production and pre-production will enable your teams to rapidly deliver game content and accelerate feature stabilization. Attendees will learn what changes they can make to their production pipelines to enable artists to more quickly prototype and produce game content while reducing dependencies on the state of their game engine. Increased understanding of the problem-space of joining flexible production tools and constrained game engines will help attendees identify which solutions are right for their teams.

This lecture will be geared toward producers but may also interest tools developers and technical artists who influence the production pipeline. Attendees will learn the pros and cons to help them determine which emerging approaches to improving production pipelines can best support their current or future pipelines. Attendees should have a basic understand of how game content is currently created and modified. Attendees are also expected to understand basic concepts of shaders or surface materials.

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