Hey, everybody! Thanks to @Drew for having confidence to bring me back as facilitator for day 2 of VFX roundtables this year. To get everyone updated, here’s the schedule of VFX roundtables during GDC week:
Wednesday: Open topics based on Bootcamp talks
Thursday: The art of VFX
Friday: The tech of VFX / VR
I thought it would be nice to get some suggestions beforehand on what y’all are most interested in discussing on Thursday of GDC week. Here’s some ideas I want to pitch to y’all. Would love your thoughts/votes/other ideas on this!
Art Directing VFX
A discussion about the various ways we try to pin down our final vfx aesthetic on our various projects, and the relevant challenges. Does your art director do paintovers? Do you jam on ideas in a meeting with concept, character, or environment artists? Or do you simply make whatever you make, throw it in the game, and call it good?
The Craft of VFX
A discussion about the skill sets that most benefit us as craftsmen. Depending on the project, concept painting, frame-by-frame 2D FX, particle animation, material editing, pre-rendered VFX, and/or scripting are all good skills to have. How have these and others come in handy throughout your career? How did you learn them?
(Another) discussion about teaching VFX, in order to meet the ever-growing need for VFX artistst. What’s the current climate of VFX education? Schools, online courses, tutorials, and mentorship are all effective to different degrees and in different circumstances. How are you sharing what you know, and how can we help?
Developing a VFX Style
A discussion about all the decisions and considerations that go into a final style. Examples include gathering reference, integrating with the game’s master style guide or creative direction, trial and error, or cramming in whatever works at the tail end of production. How has this process gone for you in the past (good or bad examples)?