If you're seeing old posts of mine on the RSS feed, I apologize. The code syntax highlighter I use stopped working and I had to modify several posts to get it working again. For unknown reasons that causes the feed to treat them as new.
If anyone else uses Blogger and knows how to avoid that, please enlighten me.
Sunday, January 29, 2012
Old is the new new
Monday, January 9, 2012
GDC 2012 Tech Artist Boot Camp Announcement
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, December 5, 2011
py2exe, Windows 7 & Vista
I don't use py2exe very often, but it can be a useful tool for environments that may not have an existing Python installation.
I recently used py2exe on my Windows 7 PC to build a small tasktray tool. The resulting executable ran fine on my PC (doesn't it always?), but threw an exception on any Vista PC it was run on.
File "win32com\__init__.pyo", line 5, inAfter more online searching than I'd like to admit, I found a post that said py2exe may be including W7-specific DLLs, when instead it should be leaving those out, forcing Vista to go find its native builds of those DLLs.File "win32api.pyo", line 12, in File "win32api.pyo", line 10, in __load ImportError: DLL load failed: The specified module could not be found.
I was able to fix the problem by adding two DLLs to the "dll_excludes" list in my py2exe setup script:
options = {
"bundle_files": 3,
"compressed": 1,
"optimize": 1,
"excludes": excludes,
"packages": packages,
'dll_excludes': [ 'mswsock.dll', 'powrprof.dll' ]
}
The tool now runs on both Vista and Windows 7.
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.