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Patrik Rosander (Senior Concept Artist, Fatshark Games)
Date: Wednesday, March 17
Time: 1:00pm - 1:30pm
Track: Visual Arts
Format: Discussion Session
Vault Recording: TBD
This GDC 2020 talk will feature real-time interaction with the speaker through online chat messaging during its scheduled broadcast. This session will present an environment concept art workflow focusing heavily on 3d and how to utilize that 3d to bridge the gap between concept art, level design and environment art, tying visuals and gameplay together.
During the session we will walk through how to integrate this workflow with level designers and environment artists in a production environment, building on each other's skills and creating a highly effective team.
It's a process developed during the last couple of years at Fatshark games that has helped our studio reach higher quality and speed when it comes to level production.
Attendees will learn how to increase the accuracy, speed, and quality of their environment concepts and how to better integrate with their level design and environment art colleagues
The tools and processes learned are easily integrated in any pipeline or project, supercharging the production speed of level design and art teams.
The intended audience is anyone involved with level/environment production. The methods in this talk will be directly applicable to Art / Game directors, concept artists, level designers, and environment artists. But other disciplines such as production or team management should find it insightful as well.