Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected technical artists from across the industry would like to invite you to sit with them for a day and learn how to be a more effective TA. Speakers will focus on the tools and skills TAs can use to demonstrate their value, and further integrate technical art into their studios' pipelines and cultures. Find the worst development problems at your studio and show them what an TA can do!
10-10:10am Welcome Remarks
10:10-11am Galactic Reign - The Tools Behind The Procedural Cinematics - Rob Butterworth and James Ricker (Slant Six Games)
11:10am-12pm - Rapid Prototyping at Double Fine - Drew Skillman (Double Fine Productions)
12-1:30pm - Lunch
1:30-2:20pm - The VFX of Diablo - Julian Love (Blizzard Entertainment)
2:30-3:20pm - Education in Tech Art - Rachel Larsen (Blizzard Entertainment)
3:30-4:20pm - Living with Legacy Code - Pat Corwin (ArenaNet)
4:30-4:40pm - Coffee Break
4:50-5:50pm - Improving Facilitator Skills for Tech Artists - Phil Sheets (Ravens Software)
5:55-6pm - Closing Remarks