GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Crafting the World of Crysis

Felix Leyendecker  |  Senior 3D Artist, Crytek GmbH


Location: Congress Saal 2

Format: Lecture
Track: Visual Arts
Vault Recording: Video


This session will focus on the environment art of the Crysis franchise and the team behind it. It will describe the lessons learned during the series' development and how they influenced the decisions leading to Crysis 3's scenario and visual design. Technical aspects about the production pipeline and production aspects about the changing team structure throughout the years will also be discussed.

Takeaway

The attendees will gain insight into the challenges the team faced throughout the production of all Crysis titles, how they were overcome and which challenges proved the most difficult to tackle. The specific takeaways are: covering a wide range of hardware while pushing the limits of PC graphics, building large worlds through reusability and modularity, the distribution of responsibility among the team, and the cooperation between the art and level design departments.

Intended Audience

Anyone interested in the visual side of Crysis games from an environment art perspective. Environment artists will learn about certain Crysis-specific workflows and their application, while developers with management roles will be interested in the distribution of responsibility and scheduling aspects.



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