Animex Game schedule

Animex Game is a packed two day programme of talks from top AAA and exciting indie studios worldwide.

Overwatch - Blizzard Entertainment

14 May 2018

08:30


Registration

Europa Building







09:50


Welcome

Professor Paul Croney Vice-Chancellor and Chief Executive, Teesside University

OL1 Europa Building, Teesside University

Satish Shewhorak

Senior Lecturer
Teesside University





10:00


More information coming soon

More information coming soon

OL1 Europa Building, Teesside University

Austin Wintory

Composer





10:00


Prototype to Production

Blockmesh, greybox, whitebox… it goes by many names, and is the foundation on which games are built.

Audiences rarely get to see what games look like before the art, sound and performances bring them to life, but it is actually what developers see for most of a project. Last October, the hashtag #blocktober offered some insight into what levels look like in blockmesh, and this talk will dive further into what makes a blockmesh useful and how to make the most of pre-production on a game. Liz Fiacco is excited to share why she and her colleagues at Naughty Dog celebrate #blocktober, and the process of asking questions and failing fast that hones a game from prototype to production.

OL7 Europa Building, Teesside University

Liz Fiacco

Game Designer





11:00


More information coming soon

More information coming soon

OL1 Europa Building, Teesside University

Matthew Stoneham

Principal Technical Artist
Ninja Theory





11:00


Gwent: The Witcher Card Game – the art to creating compelling illustrations

The talk will introduce you to some of the challenges of creating illustrations for collectible card games.

Anna will walk you through everything from effective visual storytelling, maintaining quality under time constraints, staying true to the essence of the fictional universe you are working in and much more.

OL7 Europa Building, Teesside University

Anna Podedworna

Concept Artist
CD PROJEKT RED





12:00


Lunch







13:30


The Tech of Sea of Thieves

Join Andy Bastable on a journey through the lifetime of Sea of Thieves.

From its humble origins as a Unity prototype through the various milestones leading up to launch: the first ship, the first voyage, the first skeletons, the #GreatWater, the technical alphas, the betas, as well as the mighty Kraken. Along the way Andy will share some of the challenges of developing a shared-world game, how the culture of the studio changed the way the game was made, and how Rare took on, and mostly triumphed over, the curse of crunch. Yarrr!

OL1 Europa Building, Teesside University

Andy Bastable

Principal Gameplay Engineer
Rare Ltd





13:30


More information coming soon

More information coming soon

OL7 Europa Building, Teesside University

Austin Wintory

Composer





14:30


Break







15:00


Germericana – The Art of Wolfenstein II: The New Colossus

Daniel will be giving an insight into the creation of the environment art, production pipelines and the challenges faced by the studio when developing Wolfenstein II: The New Colossus.

OL1 Europa Building, Teesside University

Daniel Robson

Senior Environment Artist
Machinegames





15:00


Shadow of Mocap: Breathing Performance Reality into Characters in an Unreal World

Get a first-hand look into how Monolith Productions uses a creative blend of motion capture and hand key animation to bring life to a cast of realistic and non-realistic characters for Middle-Earth: Shadow of War.

Shadow of War is set in the fantasy world of LOTR lore and is the highly anticipated sequel to the 2014 smash hit Middle-Earth: Shadow of Mordor. James Gentile returns to Animex to discuss the technical and creative challenges it takes to create believable motion capture performances for fantasy characters like Orcs, Ghuls, Olag Hai, and Caragors.

OL7 Europa Building, Teesside University

James Gentile

Senior Mocap Supervisor
Monolith Productions





16:00


World Design for Different Player Types

Do you play certain games to be immersed in a different world? Or to hang out with your friends? Or to collect all the things?

Pulling from her experience as a world designer on franchises Mass Effect, Dragon Age and Destiny, Raylene will discuss how you can enhance your world design by incorporating player motivations.

OL1 Europa Building, Teesside University

Raylene Deck

Senior Designer
Bungie





16:00


Cuphead – The Creative Process and 2D Animation

Get behind the scenes of Cuphead – the gloriously fiendish indie run-and-gunner game inspired by classic Rubber hose cartoons of the 1930s.

Hotly anticipated, and blowing up since launching on PC and Xbox One, Cuphead was painstakingly created using techniques of the 1930s era: traditional hand drawn animation, watercolour backgrounds, and original jazz recordings. Developed and published by Studio MDHR Entertainment, Cuphead production team member Tina Nawrocki, will give a unique behind the scenes look at the creative process and animations created for the game, and reveal details of how the Cuphead crew developed this platinum selling gem.

OL7 Europa Building, Teesside University

Tina Nawrocki

2D Animator
Studio MDHR





15 May 2018

09:00


Registration, For unregistered attendees only.

Europa Building







10:00


Performance Art: Digital Sculpture in Dreams

Blending together both creation and performance, Kareem Ettouney will be delving into Dreams, the latest UGC game from Media Molecule where he’ll be showing just how quick and easy it is to build beautiful and immersive worlds in minutes using just a PlayStation 4 and a controller.

From sculpting with digital clay to creating complex logic gameplay and composing music, see how powerful yet simple creating in Dreams can be and watch as Kareem reminds us all of the joy that can be found when we unleash our creativity.

OL1 Europa Building, Teesside University

Kareem Ettouney

Art Director
Media Molecule





10:00


More information coming soon

More information coming soon

OL7 Europa Building, Teesside University

Matthew Stoneham

Principal Technical Artist
Ninja Theory





11:00


Gwent: The Witcher Card Game – the art to creating compelling illustrations

The talk will introduce you to some of the challenges of creating illustrations for collectible card games.

Anna will walk you through everything from effective visual storytelling, maintaining quality under time constraints, staying true to the essence of the fictional universe you are working in and much more.

OL1 Europa Building, Teesside University

Anna Podedworna

Concept Artist
CD PROJEKT RED





11:00


More information coming soon

More information coming soon

OL7 Europa Building, Teesside University

Matthew Stoneham

Principal Technical Artist
Ninja Theory





12:00


Lunch







13:30


Prototype to Production

Blockmesh, greybox, whitebox… it goes by many names, and is the foundation on which games are built.

Audiences rarely get to see what games look like before the art, sound and performances bring them to life, but it is actually what developers see for most of a project. Last October, the hashtag #blocktober offered some insight into what levels look like in blockmesh, and this talk will dive further into what makes a blockmesh useful and how to make the most of pre-production on a game. Liz Fiacco is excited to share why she and her colleagues at Naughty Dog celebrate #blocktober, and the process of asking questions and failing fast that hones a game from prototype to production.

OL1 Europa Building, Teesside University

Liz Fiacco

Game Designer





13:30


Performance Art: Digital Sculpture in Dreams

Blending together both creation and performance, Kareem Ettouney will be delving into Dreams, the latest UGC game from Media Molecule where he’ll be showing just how quick and easy it is to build beautiful and immersive worlds in minutes using just a PlayStation 4 and a controller.

From sculpting with digital clay to creating complex logic gameplay and composing music, see how powerful yet simple creating in Dreams can be and watch as Kareem reminds us all of the joy that can be found when we unleash our creativity.

OL7 Europa Building, Teesside University

Kareem Ettouney

Art Director
Media Molecule





14:30


Break







15:00


Shadow of Mocap: Breathing Performance Reality into Characters in an Unreal World

Get a first-hand look into how Monolith Productions uses a creative blend of motion capture and hand key animation to bring life to a cast of realistic and non-realistic characters for Middle-Earth: Shadow of War.

Shadow of War is set in the fantasy world of LOTR lore and is the highly anticipated sequel to the 2014 smash hit Middle-Earth: Shadow of Mordor. James Gentile returns to Animex to discuss the technical and creative challenges it takes to create believable motion capture performances for fantasy characters like Orcs, Ghuls, Olag Hai, and Caragors.

OL1 Europa Building, Teesside University

James Gentile

Senior Mocap Supervisor
Monolith Productions





15:00


Germericana – The Art of Wolfenstein II: The New Colossus

Daniel will be giving an insight into the creation of the environment art, production pipelines and the challenges faced by the studio when developing Wolfenstein II: The New Colossus.

OL7 Europa Building, Teesside University

Daniel Robson

Senior Environment Artist
Machinegames





16:00


Cuphead – The Creative Process and 2D Animation

Get behind the scenes of Cuphead – the gloriously fiendish indie run-and-gunner game inspired by classic Rubber hose cartoons of the 1930s.

Hotly anticipated, and blowing up since launching on PC and Xbox One, Cuphead was painstakingly created using techniques of the 1930s era: traditional hand drawn animation, watercolour backgrounds, and original jazz recordings. Developed and published by Studio MDHR Entertainment, Cuphead production team member Tina Nawrocki, will give a unique behind the scenes look at the creative process and animations created for the game, and reveal details of how the Cuphead crew developed this platinum selling gem.

OL1 Europa Building, Teesside University

Tina Nawrocki

2D Animator
Studio MDHR





16:00


World Design for Different Player Types

Do you play certain games to be immersed in a different world? Or to hang out with your friends? Or to collect all the things?

Pulling from her experience as a world designer on franchises Mass Effect, Dragon Age and Destiny, Raylene will discuss how you can enhance your world design by incorporating player motivations.

OL7 Europa Building, Teesside University

Raylene Deck

Senior Designer
Bungie





17:00


Close

Europa Building







19:30


Players’ Lounge

A lively networking event for audience and speakers in our Students’ Union.

The Hub, Students' Union