Post date: Apr 17, 2015 1:27:58 AM
I attended, drew, and enjoyed the conference.
Here's a report and some sketchbook scans.
BENNETT 2015
GDC 2015 REPORT
Notes & Sketches from Conference
STATE OF UNREAL
Major Takeaways:
Unreal is “free”; if you make >3K/quarter, Epic takes 5%
Unreal Tournament is open on Github
Marketplace where modders can sell content; opportunity for student projects- Jr. GA WORKSHOP assignment.
Market similar to Valve’s Steam Workshop
Similar to Autodesk’s Marketplace (Connected w/ANDREW GRANT @ AUTODESK re: RCAD work on Marketplace)
New graphics cards are coming out, cheaper and more powerful, enabling high-fidelity VR. (Big theme for GDC 2015)
ART DIRECTION OF SUNSET OVERDRIVE: EMBRACE CHAOS
Major Takeaways:
HIGH LEVEL PROCESS - 1: Define your goals. (What problem are you solving?) 2: Evaluate your solutions against your goals? 3: Fine-tune goals as needed, based on results.
ART PRODUCTION PROCESS- 1: Artists & Designers work closely on building a fun and navigable world, establishing physical flow. 2: Concept Artists work over 3D as inspiration, but most visual design work is done by 3D Artists. 3: Production, testing.
Concept artists must work quickly; <1 day turnaround.
AWESOME VIDEO GAME DATA: EEDAR.com
Major Takeaways:
Games have increasing demographics; huge diversity in styles, content, and delivery
Diversity leads to stability
Content increasingly delivered on IOS, Android, and Steam. Consoles limited market.
Mobile content largely Matching Puzzle and Brain Puzzle
Console content largely Action, RPG, Shooter
AAA is limited and brutal. 1st month sales critical
Games must be rated 80% Metacritic to have worthwhile sales
Marketing increases game sales more than quality
Marketing needs to “go big or go home”.
Players like “Quality Art, Quality Story, Innovative Experience, Challenge, and Competition”
Crowdfunding- Ask for less; 34% of projects successful; most projects @ $1K-10K
Internet traffic - 1. Netflix 2. Youtube 3. TWITCH (League of Legends, DOTA, Minecraft… Strong multiplayer.)
CHECK OUT FURTHER INFO ON GDC VAULT; THIS WAS A DENSE TALK
1st PERSON ANIMATION
Major Takeaways:
PILLARS:
Immediate feedback from player input
Preservation of motion between actions
Viscerally satisfying
Ground the player to the world
No “Speed bumps”
Details matter. It’s work waiting to get it right.
EFFICIENCY:
Agnostic Animation (share animation sets… ex. grenade throw same for all guns)
Animation Scaling (Seeing anim @ different speeds adds visceral feel, saves time)
FOV & Development (Player arms & weapon set higher in frame, player model has different FOV than environment camera)
DESIGNING COUNTERSPY
Major Takeaways:
Reference reference reference…
Mood boards. Reference Visual Storytelling in film; visuals support story. Clarity of intent, clarity of emotion. Iconic compositions. Purposeful shape language, shot design.
Strong branding & graphic design creates connective tissue in game.
Visual Style is from constraint and context - reductive.
Vis Dev Art is to communicate, solve proble, create blueprint for team. Iterate and perfect.
Production Design is big picture. Understanding story intent.
User Interface needs to read in peripheral view.
PROCESS- 1: Storyboard; basic aggregate experience. 2: Production Design (Use topdowns. Utilitarian. Define function of space. “Bridge” between initial steps and final 3: Production Paintings (Final look.)
CONCEPT -> PRODUCTION
Major Takeaways:
Utilize “Mozarts” correctly.
Automate processes.
Avoid process fatigue.
Avoid shit-shoveling
Keep skilled workers making high quality stuff
Automate as much grunt work as possible. Eliminate barriers to getting content in the engine. Test early and often.
Picture = 1000 words. Model = 1000 pictures.
2D - 3D has translation issues.
Detail vs. Information vs. Diminishing Returns. (What do you really need for the experience?)
PROCESS- 1: Paper Map 2: Converter 3: “Squishy” (rough) Assets (tag surfaces, curves, materials) 4: Massout / Playtest
Extrapolation: Each object (...or level... or game) is a series of components with parameters.
VIRTUAL VISUALS
Major Takeaways:
Performance critical- 60+ fps; never drop, or motion sickness may result. 2m has highest detail. >5m has detail falloff (use normals, as opposed to geo).
Small interactive particles can greatly enhance immersiveness.
Shapes more important than object detail.
Stylized shape can work better than photoreal.
Accurate materials, minimize noise. (Custom, stylized better than photoreal.)
Teamwork critical- love design & solving technical problems.
New medium, lots of opportunity! Exciting.
ILLUSTRATING FANTASY (RIOT GAMES)
Major Takeaways:
Collaborative illustration process on splash art.
Character / champion exists in the player’s mind… not just as an in-game model.
Imply larger world outside of playspace. Compelling, unique moments.
What’s the emotional impact? Unique story? Personality?
STYLE- Limited pallette, punchy saturation. Colorful light. Handpainted VFX designs.
.
GAME<DESIGN
Major Takeaways:
Design exists in many fields, and has many different working models.
CHECK OUT FURTHER INFO ON GDC VAULT; THIS WAS A DENSE TALK
CREATIVITY TOOLS (PATRICK FAULWETTER)
Major Takeaways:
CREATIVE SPACE (create barrier to outside noise; find connection to inner self, free of convention, judgement, anxiety, fear)
CREATIVE PROCESS (1: Expression- play like a child, 2: Evaluation, 3: Synthesize - design & art)
DESIGN COMPASS (ICONIC- simplicity & order… geometry, repetition, arrangement, symmetry. EMOTION- speak to soul…emotional response & empathy… facial recognition is base of connection, epic feel with gesture. CONTEXT- speak to mind… scale, detail, contrast)
PROCESS: 1. B&W shapes- then grays. 2. Skybox / Photo. 3. Atmosphere (& light haze) 4. Phototextures 5. Details, focal point, “face” 6. Scale enhancement (w/people) 7. Vignette / polish.
Overview- Form & Shape language (play!) then Context.
Thoughts on photo usage- “As long as you can’t tell”.
Mix influences, travel, seek broad experience.
PRECISION OF EMOTION
Major Takeaways
“Fun” is another word for “learning”.
“Fun” is the cognitive process through which we convert fear into happiness through surprise.
“Sophia” as “game-learn” emotion.
Games can alleviate suffering, by reversing negative emotions as reward / goal.
CHECK- Clarity of core emotion? Enough surprise before satisfaction? Lack of tension because fear / why unclear?
GENRES- Fear, Speed, Fiero (God), Together, Complicity
Ekman’s 7 emotions- Happy, Surprise, Sadness, Fear, Contempt, Disgust, Anger
CREATING WORLDS w/ FENG ZHU
Major Takeaways:
Everything is a test.
FREELANCE TIPS:
Register a company
Underpromise, overdeliver
Studio Vision (take beneficial jobs)
Hire a Producer (money & time)
Have 5-yr plan & work it. (Concept, Zbrush, Animatic, Package… Build a team)
Solve clients’ problems
Positive marketing (be nice to everyone)
Work with people you like
DESIGN TIPS:
Slightly conservative
Relatable to humans
Pop culture idea (ex. Pirate ships have lots of points of reference in our culture)
Everyday experience
History & culture
Understand it visually
Build on what’s there. (Don’t reinvent the wheel needlessly.)
Entertainment before functionality
Start from solid existing foundation (not zero.)
Solve design 1st, then make the art. (Rendering is easier than designing.)
Familiarity is important
Functionality should be easily recognized. (A fork is a fork.)
IDEA GENERATION TIPS:
Mix familiar surroundings (pyramids in snow, japanese temple in grand canyon, etc.)
Play with scale (big / small)
Apply re-skin (spidermech, carbon-fiber sarcophagus, etc.)
Introduce or remove tech (1800’s London w/fusion, eyes, never developed, Romans in space, etc.)
Different life development (energy sources different, habitat, metamorphosis, etc.)
Alternate functionality (Versaille spaceship, medieval oil platform fortress, etc.)
Use iconic design languages (deco, rococo, hopeless diamond, etc.)
The real world is cool! (cultures, architecture, tech, life forms, etc.)
PAINTING TIPS:
Simultaneous thumbnail sketches.
Design roughs early, alertly… before you’re tired.
Big shapes more important than details / texture. (Star Wars sketches ~2”)
1. Linear Roughs
2. Photos / vertical motion blur
3. Line on top, color pick
4. Paint
5. VFX @ end
6. Art Center’s STICK DUDE!
STUDENT TIPS:
Need stellar work.
Moderate your expectations. IT’S HARD!
Research / reference is critical.
Work @ studio 1st, then do freelance.
OTHER INFO:
AAA= $$$$ Long dev cycle, high details, mass audience, risk adverse, photoreal
Indie = $ Short dev cycle, simpler visuals w/ polished delivery, concept art can be actual asset, riskier design choices can be made, re-use / recycle designs