I'm organizing and MCing the Tech Artist Boot Camp at GDC 2012 in March. The TABC is an
all-day Tutorial-format session on Tuesday, March 6, from 10 AM-6
PM.
Below is the session description and list of speakers &
topics. We also plan to do a group panel-style Q&A session at the end of the
day.
I spoke at the TABC last year, and it was an excellent way to reach out to and share with other industry TAs. I hope to see you
there!
Description
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. 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 a TA can do!
Intended Audience
This
all-day tutorial is for technical artists and other developers of any experience
level. A light focus will be placed on techniques and skills useful to TAs at
studios with little-to-no tech art integration and
culture.
Takeaway
At the end of this all-day event, attendees
will understand key techniques to help them take technical art to the next level
at their studios. Learn how to effectively work within constraints, integrate
into your teams, communicate with other disciplines, design better code and
pipelines, and master new shader techniques.
Speakers & Topics
---
Welcome, Introduction
Adam Pletcher, Technical Art
Director, Volition, Inc.
You Have to Start Somewhere... Defining
the Tech Art Role and Building Their Team
Arthur Shek, Technical Art
Director, Microsoft Studios (Turn 10)
This session will go over the
trials of moving from a job in film/animation to a studio with a minimal Tech
Art presence and the ensuing panic of change. The Tech Art role has a soft
definition and differs at every studio – our common quality is that we are
problem solvers, and to problem solve, you must have experience, wide knowledge
and the ability to scramble on your feet. At times, what we may feel pressure to
know can be overwhelming. Relax - you have to start somewhere.
Better,
Faster Stronger: Teaching Tech Artists to Build Technology
Rob
Galanakis, Lead Technical Artist, CCP Games
The success of Tech Art has
caused a complexity of projects and tools for which our traditional skill set is
under-equipped. Tech Artists are now building technology, not just scripts, and
our essential growth must be as a cohesive team, not just trained individuals.
In this session, attendees will learn how to apply a few key practices of
professional software development, such as code review, support processes, and
collaborative coding, to the unique environment of Tech Art.
Build it
on Stone: Best Practices for Developing A Tech Art Infrastructure
Seth
Gibson, Senior Technical Artist, Crystal Dynamics
In this session we
present a set of best practices for building Tech Art tools and pipelines in a
stable, maintainable, and scalable fashion through the establishment of a solid
tools development infrastructure geared toward the specific needs of Technical
Artists.
Joining the Dark Side: How Embedded Tech Artists Can Unite
Artists and Programmers
Ben Cloward, Senior Technical Artist, Bioware
Austin
Technical Artists can be a powerful force to unify teams and
ensure that productions run smoothly. In this case study, I’ll show how the
simple act of moving two technical artists into the programmers’ working area
helped to improve the relationship between art and programming and resulted in a
better-looking, more efficient game.
Lessons in Tool
Development
Jason Hayes, Technical Art Director, Volition,
Inc.
All too often, the importance of planning the architecture of tools
and pipelines in game development is overlooked. In most cases, project
pressures often give us the false impression that we don’t have time to plan, or
worse, we actually save time by “just getting it done”. Nothing could be further
from the truth. This session explains why up front planning is important, when
to recognize over-engineering and offers architectural design principles for
effective tools development-- such as program organization, data design,
scalability and user interface design. Internal tools developed at Volition will
be used to demonstrate these topics.
Shady Situations: Real-time
Rendering Tips & Techniques
Wes Grandmont III, Senior Technical
Art Director, Microsoft Studios (343 Industries)
This tutorial session
will cover a variety of techniques that can be used individually or combined to
solve a variety of game related real-time shading problems. It will begin with a
brief overview of the current generation GPU pipeline, followed by some HLSL
basics. The rest of the talk will dive into a range of techniques with a
complete overview of how each one is implemented.
Unusual UVs:
Illuminating Night Windows in Saints Row The Third
Will Smith,
Technical Artist, Volition, Inc.
This session presents a holistic case
study involving HLSL shader development. Included is not only the problem and
its resolution, but perhaps more importantly, an insight into the Technical
Artist’s problem-solving mindset throughout its resolution.
Group
Q&A, Conclusion
Monday, January 9, 2012
GDC 2012 Tech Artist Boot Camp Announcement
Sunday, February 27, 2011
GDC 2011 Wrap-up, download
The Technical Artist Boot Camp went really well today. I personally learned a great deal from both the attendees and fellow presenters. Thanks to everyone that turned out, and thanks for all the great questions!
Here is the sample script file I promised in my talk on databases. It's a simple, working illustration of how to use SQLAlchemy ORM to map a Python class to a database table. Please let me know if you have any questions.
GDC2011_AdamPletcher_PythonSamples.zip (2 KB)
Sunday, February 20, 2011
GDC 2011 - Technical Artist Boot Camp
My portion of the Boot Camp is called "Embrace the Database." Here's my summary:
They may have a mystical aura about them, but databases are far easier to use than you may think. They can be a Technical Artist’s greatest ally in game development, powering your most important tools, gathering usage and error data you’ve never had access to, enabling new workflows and revealing hidden weaknesses (and strengths) in your content pipelines.
This session will also explore how to use Python to unlock the power of databases at your studio. We will look at what databases do best, using practical examples to get you started. We'll discover how Object-Relational Mapping lets you interact with a database in a simple manner that any Python user will already understand.
I'm really excited to be presenting alongside so many talented TAs from our industry. It's going to be packed with great ideas and techniques. If you plan to be in SF for GDC, definitely stop by for our session.
Tuesday, March 24, 2009
Volition at GDC 2009
Hey if you're at this year's Game Developers Conference, be sure to check out the talks from my co-workers. Volition has a strong showing this year, with plenty of great tech artist material.
Blowing Up the Outside World: Destruction Done the Next Gen Way
by Eric Arnold and Jeff Hanna
This session presents an in-depth look at the tools and technologies used to make a truly destructible world for RED FACTION: GUERRILLA. The presenters will share the lessons they learned and the problems they had to overcome in order to have destruction in their game.
Technical Artist Roundtable
by Jeff Hanna
This roundtable will be an animated group discussion about being an effective technical artist. Topics of discussion will include what skills a technical artist should possess, how the role differs from company to company, scripting content creation applications, shader development, asset management, and improving production pipelines.
Technical Art Techniques Panel: Tools and Pipeline
Robert Galanakis, Jeff Hanna, Seth Gibson, Christopher Evans and Ross Patel
As game pipelines, their tools, and content become more complex, technical artists have become the developers of choice for much of the planning, overseeing, and implementation of pipelines. Technical artists from BioWare, Bungie, Microsoft, and Volition discuss their solutions and practices for tools and pipeline.
Breathing LIFE into an Open World
by Scott Phillips
Examine the history of populating open worlds and a detailed description and post-mortem of the LIFE system developed by Volition for SAINTS ROW 2. Attendees will learn about the inspiration, organization, methodology, successes and failures of the LIFE system used to add life to the open world city of Stilwater.
Universal Character System in SAINTS ROW 2
by Chris Fortier
Attendees will learn how SAINTS ROW 2's character customization and random NPC generator work. Some things that will be discussed include the universal body mesh, character morphing, normal map blending, layered clothing, shader-based customization features, how we assemble NPCs and how all this character variation affects animation.
Saturday, March 1, 2008
On Farming
About a year ago I took a look at Pyro, aka Python Remote Objects. It's an extension package that lets you define code on one machine, and essentially run that code remotely on another machine.
The cool bit is how it hides all the socket and TCP/IP baloney under the hood. It handles connects, disconnects, name lookups, all that. Harnessing something powerful and not needing to understand the gory details is always something I appreciate daily as a Tech Artist. Part of me wants to learn all the inner workings someday. But seriously, I'll probably live a full life and never know.
Anyway, my first Pyro tool was a simple client/server batching utility. A server script would keep track of the slave machines connected and a little job queue, and assign the jobs as slaves became available. I didn't have time to make a GUI for it, but it worked. DOS commands or Python script jobs could be dished out to remote machines and it took very little code to do it. Then I got busy at work again and put the tool aside.
So one of the many GDC 2008 lectures I wasn't able to attend was Life on the Bungie Farm: Fun Things to Do with 180 Servers by Luis Villegas and Sean Shypula (lecture slides). It outlined a system used at Bungie to slave-out time-consuming or annoying processing tasks to a big set of rack-mounted PCs. It could do lighting processing for level artists, regular game builds and verification, whatever.
My first thought was "DO WANT". My next thought was, my little slave tool could make a great start for something much bigger and better. I've done nothing notable on it yet, but I've been turning over details in my head, and hope to find time to expand on it soon.
And to Luis and Sean, thanks for sharing!
Sunday, February 24, 2008
GDC wrap-up
GDC 2008 was quite a trip. The two lectures I gave appeared to go extremely well. High attendance and lots of great questions, reactions. Thanks to everyone that took the time to attend, we really appreciated it!
I've posted our slides on the Volition GDC Archive, along with the promised Python Example Files (zipfile) from my Python for Technical Artists lecture. If you're a TA and enjoy scripting, definitely download them, pick 'em apart and do something cool with them.
I wish I'd been able to attend more sessions myself, but between meetings and lecture prep I never hit as many as I'd like.
Tuesday, February 12, 2008
GDC 2008 coming
I'm in a mad rush to complete my two lectures for the 2008 Game Developers Conference. Every three years or so I forget how hard these are and submit another proposal. What possessed me to do two this year I'll never know.
This year I'm doing one called Python for Technical Artists and another, Internal and Outsourcer Management of Tools and Pipelines. Yeah, that one's a mouthful. Fortunately I'm splitting the second one with TA co-worker of mine, so I can blame him.
I actually feel fairly well-prepared this year. The material is also a lot of fun, which makes all the difference, I think.
