Game visuals today range from iconic mobile graphics to lush AAA productions and now of course the shift towards virtual reality and a return to photo-realism. Our Art Track will provide artists with inspiration, practical advice, best-practise guidance and real-life case studies from not just the games industry but other creative industries too.
This talk will give insight into the exciting world of research on Virtual Humans and how they have been utilized for training and collaboration in Virtual Reality in areas such as the Health and the Games Industry. Touching on Embodiment, Avatar realism, Non-verbal communication, and Immersion techniques. Delegates will leave with a new perspective on how Virtual Humans and Virtual Reality can provide stress-provoking interactions and a unique method of immersed self-assessment that can not be offered by any other platform.
Interior/Night’s debut game, As Dusk Falls, is a powerful story of betrayal, sacrifice and resilience across generations in small-town Arizona. Creating an art style which matched the epic scale and ambition of the narrative, while capturing all the subtleties and sensitivities of the characters’ emotions, presented the art team with complex challenges.
Join the Art Director and key members of the team as they lift the lid on the unique ‘every frame a painting’ art style. Hear how they made an impossibly bespoke artistic vision a reality.
Take a tour of the film studio where the team captured live-action actor performances.
Watch demonstrations of character painting techniques, and the custom tools which brought the scenes to life.
Discover the secrets of combining 2D characters with 3D sets.
And go behind the scenes to see how lighting and careful compositing built the game’s unique look.
As Dusk Falls has been selected for the Tribeca Film Festival.
Despite being two industries focused on creativity, new technology and playfulness, fashion and games were two worlds that, for a long time, were totally separate. This changed rapidly as we moved our lives online in the pandemic, and created a surge of interest from the fashion world in what games could mean for their brands and collections. From Balenciaga's FW/21 runway show existing within Unreal Engine, to designers partnering with Animal Crossing creators to bring their collections to life in game, the fashion industry has never been more interested in games as a medium. Many game developers are stepping into this world, through partnerships, metaverse experience design or simply through more considered approaches to the fashion in their games.
Creature design is becoming more important and ubiquitous within games, from titanic monsters and beasts, to collectible partners and friendly fantasy races & NPC’s.
But as creature design grows more specialized, the knowledge and skills to create not just technologically feasible creatures, but unique and visually appealing designs becomes harder to achieve.
In this talk Sam will talk about the essential principles of creature design and anatomy, what you should consider when making a creature for a game environment, and how to apply those skills to make creature designs that are both visually interesting and emotionally appealing.
In this talk, programmer Jonathan Maldonado discusses the technical approach Glowmade took on building a navmesh system from scratch, how it solved the needs of Glowmade's upcoming game and where it can go from here.
Many creative individuals shudder at the thought of learning Python or other technical skills and block themselves from reaching their full potential. This session explores the relationship between technical and creative knowledge and how technical skills are beneficial to creatives. Ruthie explores how creative brains work and why creative individuals should develop technical skills. She provides practical advice on how you can evaluate your own skill base and provides tools to help you identify which technical skills you should learn. Sharing her own past challenges, in particular with learning Python, Ruthie highlights how perseverance can unlock your creative potential.
In this session, I'll be going through hints, tips, and weird things that help to manage ADHD and distraction, especially in these pandemic-infused times. Through my journey with diagnosis, I'll go over how I have maximised my hyper-focusing tendencies for a career in Game Art and Art Direction, as well as giving you some tools to structure your approach to game development and art more successfully.
Houdini has quickly become the shiny new tool in game development with studios ranging from indie to AAA keen to benefit from the prospect of generating an immense amount of content in shorter time periods. The internet is filled with countless examples of exciting projects showing off the end results, but it can be hard for non-Houdini users to understand the possibilities and limitations of Houdini tools. Having a better overview of this will be helpful in understanding where Houdini can improve workflows for your team while avoiding common pitfalls which often result in painful and costly work farther down the development pipeline. In this talk you will learn where Houdini can be used in game projects, how to effectively communicate about potential tools and you’ll learn some helpful tips for building your own tools.
A panel of Art Directors from across the industry will discuss:
In this talk, Henry goes through twelve theories that help when designing the user interface of games. An insight into the psychology and principles that inform decisions behind the design of User Experience and User Interface.
AAA Games are getting bigger and more detailed all the time and players are expecting more than ever before. It is quickly becoming a reality to design and create large-scale AAA worlds not only with a high amount of detail but also to a tight deadline.
In this talk, we will discuss a framework in which we can achieve highly detailed art whilst still maintaining high production standards and ultimately creating worlds that are attainable as much as they are detail-rich!
Although this discussion may be aimed more towards leads, managers, and those wishing to become leads, I believe everyone will be able to learn and pick up some information to aid them in their work going forward, from beginner to expert.
· Insights into attaining AAA environment art standards and the challenges you might face.
· Light production ideas that artists can use to develop their workflows and pipelines.
· Creating detail-rich worlds in a short amount of time.
· Advice around team structure and culture.
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Jo Twist, OBE
Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
There’s something creative about Brighton, so it’s the perfect place to have the conference.
A lot of the opportunities that come from being here are speaking to other developers who are doing exactly the same thing as you. And there are some good parties – it’s very much a pleasurable work experience!
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Dr Mata Haggis-Burridge
Develop:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
Develop is the must-attend event for the games industry in the UK. It’s where we all come together and learn from each other. It’s the best way into the industry and it’s the best place to learn from your colleagues.
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