8 - 9 February
Fully Booked - OL1, Europa Building, Teesside University
Please note: the schedule of events and speakers at Animex Game is a provisional programme and is subject to change.
Foyer of Europa Building
Gabrielle Kent, Animex Game
Recreating ancient Greece - The cinematics of God of War 3
John Palamarchuk, SCEA Santa Monica
John Palamarchuk, Lead Cinematic Environment Artist at Sony Santa Monica Studio, will discuss the cinematic pipeline and production on God of War 3, concentrating on the process of taking a cinematic from concept art to final product. Find out how the team was able to deliver scenes of incredible epic scale within the strict constraints of console development. The presentation offers insight on what it takes to be a cinematic artist on the God of War team and how the artists overcame many of the problems specific to the game's cinematics. Closing with brief post-mortem thoughts on developing a game for PlayStation 3.
The art direction of Batman Arkham Asylum
David Hego, Rocksteady
This talk will encompass the art direction and the challenges encountered during the development of Batman: Arkham Asylum. From the concept phase into the final phase of implementation in the game, David will highlight how the team created the dark and gothic mood. The process of visual narration, the lighting, colours and the different stages of creation will also be explained from the theory to examples taken from the game. David will also focus on how the hyper realistic approach through details and shader treatment was taken.
Working in art: Globally and digitally
Jim Zubkavich, UDON Entertainment
Jim talks about challenges and opportunities he has encountered as Project Manager working for a wide variety of clients, looking at networking, finding projects, negotiating contracts and hitting deadlines, and cultural expectations. Lots of advice and anecdotes alongside examples of artwork UDON has done for companies including Capcom, Warner Brothers, Sony, Hasbro and Blizzard.
Spicy Horse: Returning to Wonderland
Art Director Ken Wong takes us through the looking glass as he discusses the visual style and development of the sequel to the cult classic American McGee's Alice.
Hell at 60FPS
Sandy Lin, EA Visceral Games
Lead VFX Artist Sandy talks about how the development team artistically and creatively delivered the 60FPS game Dante's Inferno. With a primary focus on the important role of visual effects for the game, he will also cover the early production development of the story, gameplay design, and concept ideations of the game.
Five rules for finishers
Mackey McCandlish, Infinity Ward
Lead designer Mackey delivers his five personal rules for finishing content, with specific examples from the development of Call of Duty: Modern Warfare 2.
The Hub, Students' Union, Teesside University
Join the speakers for a laid back evening of food, drink and networking.