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Technical Artist Boot Camp
Price $3.95
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SKU GDC11-12038
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Description
Technical Artist Boot Camp: Lessons in How to Create and Be an Effective TA
SPEAKER/S: Rob Galanakis (Bioware), Seth Gibson (343), Scott Goffman (Blizzard), Steve Theodore (Undead Labs), Adam Pletcher (Volition, Inc.), Keith Self-Ballard (Volition, Inc.), Jeff Hanna (Volition, Inc), Bryan Moss (THQ Digital Phoenix) and Bronwen Grimes (Valve)
DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 302, South Hall
TRACK / FORMAT: Visual Arts , Programming / Tutorial
DESCRIPTION: Over the past decade Technical Art has become an increasingly important discipline in game development. The number of TAs in the industry has grown tremendously and every year they take on more responsibilities, devise new innovative solutions to problems, and create bigger and more powerful tools. Still, though, most Technical Artists are home grown. Many are transplants from other disciplines. While some are coming in to the industry with specific TA educations most are not. This means that the skill sets between TAs are often quite varied. The self-invented TA culture makes it difficult for studios without TAs to truly see the benefit. Hard for studios with TAs to expand their ranks by hiring great candidates, and frustrating for technical artists themselves as their valued skillset at one company may be worth nothing at another.

To help the alleviate this problem well known and well respected Technical Artists from across the industry would like to invite you to sit with them for a day and learn their views on what it takes to be an effective TA. Their hope is that by exposing academia, studio management, and displaced industry professionals to Technical Art that they will foster discussion and expand educational and professional boundaries.

Topics for the day will include: How a technical art discipline can expand and enhance the both the artist and programmer culture at a studio. What different types of programming technologies are used by technical artists How to extend content creation applications with powerful scripts How to to visualize, create, and maintain art creation pipelines How database knowledge can empower TAs to make tools and pipelines that are self policing and expose a wealth of data that can be invested new workflows and methodologies. Shader creation techniques that can enhance visuals without impacting rendering performance How TAs can push the visual limits of a game by using known art techniques in unconventional ways.

TAKEAWAY: At the end of this all day event the speakers hope to have inpsired college professors to adapt course offerings to include technical art education, shown studio management the value of a good TA team and how to identify great candiates, and what skills industry professionals, either established TAs or people looking to become TAs, should cultivate in order to excel at their job.

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