mardi 11 décembre
mardi 18 décembre
Persistent Open-World Production ChallengesBOWMAN David, Persistent Open-World Production Challenges
Learn about the challenges of helping build a start-up company, working with new technologies, grand ambitions, new multinational employees, all in Paris. This is intended for a student audience, to understand what you may face when starting your own company, or joining a start-up.
par BOWMAN David
Darewise Entertainment www.darewise.com
David Bowman joined Darewise in 2018, bringing a wealth of experience to his role as VP of Product. He is responsible for creative and production leadership on Darewise’s “Project-C”. Prior to joining Darewise, David worked in varied roles at Bungie, Turbine, Artifact Entertainment, Certain Affinity, Burst Online, Crytek, and Telltale.
About Darewise Entertainment
Darewise Entertainment: AAA industry leaders, in the heart of Paris, crafting immense multiplayer worlds that combine disruptive technologies with mind-blowing art and innovative gameplay.
Designing, Writing and Playtesting Social Impact GamesMALER Elizabeth, Designing, Writing and Playtesting Social Impact Games
In this talk, Elizabeth presents her innovative ways of designing, writing and playtesting social impact games, and gives advice on how to ensure their impact. She also discusses our responsibility as artists to think about the messages we propagate with our games and how to ensure the best possible representation of the people we want to talk about.
par MALER Elizabeth
Elizabeth Maler is a Games User Research specialist and video game author. She worked in Montreal in Canada as a producer and a Game User Researcher on indie games before becoming head of a playtesting lab in France. Over the years, she has helped dozens of indies all along their development cycle take user feedback into account and launch successful games. After creating the company Accidental Queens and releasing the two award-winning games “A Normal Lost Phone” and its spiritual successor “Another Lost Phone: Laura’s Story”, she left to create a new company, Abiding Bridge. She has been involved in several organizations advocating for minorities representation and women empowerment in and out of the video game industry.
About Abiding Bridge
: Abiding Bridge helps small innovative video game projects get out on the market while training their originators in business creation and copyright management. It is an incubator for teams who wish to create a game while not having to go through the hassle of starting a company.
The making of AAA games cinematicsDavid HUBERT, The making of AAA games cinematics
Story-driven games rely quite heavily on cinematics to help support the narrative, and Shadow of the Tomb Raider is no exception to this rule. In this talk, David Hubert, Animation and Cinematics Director at Eidos-Montréal, will give you insight into the steps his team has taken to create cutting-edge, immersive and emotional cinematics.
par David HUBERT
Eidos Montreal www.eidosmontreal.com
Au début des années 2000, David commence sa carrière d'animateur de personnage à Montréal.
Après avoir travaillé sur Pinocchio 3000, le premier film canadien en images de synthèse, en tant que superviseur d'animation, il a voyagé à travers le monde et œuvré sur plusieurs films d'animation et productions VFX, dont Happy Feet et Hellboy 2. Il a rejoint Dreamworks Animation en 2008, et contribué au succès de plusieurs films acclamés par le public et la critique : Shrek 4, Kung Fu Panda 2, Le Chat potté, Madagascar 3, et Les Croods, sur lequel il a occupé le rôle de superviseur d'animation des créatures. David fait aujourd'hui partie de l'équipe créative d'Eidos-Montréal, en tant que directeur de l'animation et des cinématiques studio .
Il a apporté une contribution significative au succès de Rise of the Tomb Raider, Deus Ex: Mankind Divided et plus récemment Shadow of the Tomb Raider.
Il est aussi très impliqué dans le domaine de l'éducation en tant qu'intervenant et instructeur, et partage ses expériences et sa passion avec la prochaine génération d'artistes.
About Eidos Montreal
Eidos-Montréal ™ (un studio Square Enix®) est spécialisé dans la création d'expériences immersives et captivantes. Au cours de la dernière décennie, les équipes de développement ont orchestré les lancements de la nouvelle série DEUS EX®, ainsi que de la dernière itération de la franchise THIEF®. Eidos-Montréal a également joué un rôle clé dans le développement de la série TOMB RAIDER®. Afin de soutenir sa vision créative dans le jeu, le studio a développé sa propre technologie de pointe, le Dawn Engine® permettant des rendus, une animation, des effets physiques en temps réel et une intelligence artificielle avancée. Le studio fournit également un soutien technique pour les opérations de Square Enix dans le monde entier, y compris la recherche et le développement, l'assurance-qualité, et les tests des jeux.
The Power of real-time collaborative filmmaking And Workshop : Create a short movie with others in real-time and watch it live on your phone !Jean-Colas PRUNIER, The power of real-time collaborative filmmaking
General information about the lecture
Title of lecture: The power of real-time collaborative filmmaking
Abstract of the lecture: PocketStudio is designed to allow filmmakers to easily create, play, and stream 3D animation sequences in real time using real-time collaborative editing, a unified workflow, and other real-time technologies, such as augmented reality. In this leture, we will give a live demo of PocketStudio and speak about the benefits of this technology.
General information about your workshop
Title of workshop:
Create a short movie with others in real-time and watch it live on your phone!
Abstract of the workshop: PocketStudio is the first digital content creation tool allowing several users to work together on the same 3D animation project and see each other's changes with real-time feedback. A sort of Google Docs applied to the creation of movies. In this workshop you will have a chance to explore how it feels to create movies with others in real-time using PocketStudio authoring app and augmented reality.
par Jean-Colas PRUNIER
Jean-Colas has over 25 years of experience in the animation industry and digital special effects. Over the past 3 years Jean-Colas has been working on the development of real-time software for the production of movie content. He is the founder of PocketStudio
The startup behind the development of PocketStudio was founded by VFX and animation veteran Jean-Colas Prunier in August 2017. PocketStudio is under development and will be released as a commercial solution in 2019.
Creating a post-brexit dystopia in Not Tonight.Tim CONSTANT, Creating a post-brexit dystopia in Not Tonight.
In the game Not Tonight we created a post-brexit 2D dystopian vision of Britain. This lecture looks at the development of Not Tonight from the background and influences of the team to post-launch hindsight; What worked worked well? can games with a political message sell? and what resonated emotionally with the players?
par Tim CONSTANT
Born and raised in Somerset, England. After over twelve years in the tech industry Tim Constant gave into his creative desires and founded the micro-games studio PanicBarn. The initial focus was on mobile gaming; Tiki Taka Soccer and Tiki Taka World Soccer were released. A move into his beloved PC gaming space was next with Not Tonight. A post-Brexit dystopian adventure out now on PC and arriving on consoles in February 2019.
PanicBarn was founded in 2014 by Tim Constant. The desire was to create games with a focus on progression and enjoyable core mechanics regardless of platform. Tiki Taka Soccer, Tiki Taka World Soccer, Not Tonight and Peck it Up are the current portfolio. An unannounced soccer game is next.
The level design of ‘God of War’DAVIS Rob, The level design of ‘God of War’ (Skype)
God of War is a massive project with a huge development schedule and many complex pieces. However, behind all of this is a core set of design rules that can be applied to designs of all shapes and sizes.
Step through the level design of Thalmur’s Frozen Corpse and explore the core design techniques that are used in God of War’s pacing, layouts and puzzles.
par DAVIS Rob
Sony Santa Monica http://sms.playstation.com/
Rob is an Australian designer living and working in Los Angeles.
He got his start at Krome Studios and Pandemic Brisbane before moving overseas to explore game development at Microsoft Games and Sony Santa Monica.
Most recently he was the Lead Level Designer on God of War for PS4.
About Sony Santa Monica
Santa Monica Studio, LLC is an American first-party video game developer and part of SIE Worldwide Studios, which is owned by Sony Interactive Entertainment, known for developing the God of War series. It is based in Los Angeles, California and was established in 1999.
mercredi 19 décembre
Raising a Metropolis.ANTONOV Viktor, Raising a Metropolis.
Viktor Antonov will give a presentation about the process of creating compelling fictional worlds for videogames and film. The talk will trace the history of real and fictional urbanism. It will cover design and architectural principles used during a projects’ preproduction. VA will use describe the creative process behind some of his best known projects to illustrate the vision and methods of world-building.
par ANTONOV Viktor
Darewise Entertainment http://www.darewise.com/
Viktor Antonov is an author and a Visual Director renowned for his work on blockbusters Half Life 2 and Dishonored, both milestones in of the videogame industry. VA is a winner of the Visual Effects Society award and a BAFTA award for outstanding art direction. He was the visual design director of Zenimax Media from 2011 until 2016 collaborating on titles such as Wolfenstein The New Order, Doom and Fallout 4.
About Darewise Entertainment
.AAA industry leaders, in the heart of Paris, crafting immense multiplayer worlds that combine disruptive technologies with mind-blowing art and innovative gameplay.
Accidentally Becoming an Art DirectorTim KAMINSKI, Accidentally Becoming an Art Director
General information about the workshop
Title of workshop: Using Iteration with 2D and 3D art for Concept Art
Abstract of the workshop: Learn to build concepts using a combination of 2d and 3d to boost the effectiveness and benefit the team in the end.
Starting with a base 2d sketch we will jump back and forth from 2d to 3d to help push the concept further.
par Tim KAMINSKI
Tim Kaminski is an Art Director and Artist living in Los Angeles, US.
He obtained his Bachelors of Fine Arts in 2007 from Northern Michigan University and his Masters of Fine Arts in 2013 from Savannah College of Art and Design. After graduation Tim started work at Kiz studios and from there worked at a number of other studios including, but not limited to: Velan Studios, Playful Corp, Ready at Dawn, Axis Animation, Goldenwolf Animation, Dreamworks TV, Runic Games and now is working as an Art Director at Wonderstorm
Wonderstorm is a “story and play” media studio that aims to create deep worlds and stories that will form the basis for lasting franchises. Wonderstorm’s first franchise, The Dragon Prince, is an original animated series on Netflix , and an AAA-quality video game that is currently being developed in the same world.
Stand Out in the Indie Crowd: Designing FuriLEPRINCE Audrey , Stand Out in the Indie Crowd: Designing Furi (Skype)
: I will share our experience designing Furi, our boss fight game: designing with an edge, the “III vs AAA” design philosophy, the strategy of making a niche game, the sometimes difficult design choices, and how lucky we were when the stars all aligned.
par LEPRINCE Audrey
The Gamebakers www.thegamebakers.com.
Co-founder of The Game Bakers, a French indie studio working hard to make games that players will remember, like Furi and Squids. She is in charge of executive production and some narrative direction. She started as a game designer for Quantic Dream then producer for Ubisoft, including 6 years in China. She now lives in Sweden. She created Women in Games France in 2017.
About The Gamebakers
We are an independent game studio founded by Emeric Thoa and Audrey Leprince, former AAA developers. To sum it up we say we make games like we cook food: with a lot of love. We want to create that experience that you remember, that you have fantasies about long after the game is finished, that makes you feel alive and energized. Our studio is "a studio in the clouds" as we work with a team of great collaborators around the world. Our portfolio includes our adrenaline-fuelled boss-fight only game Furi for PlayStation4, Switch, PC and Xbox One, our underwater tactical RPG Squids Odyssey on Switch, mobile and PC, and Combo Crew our modern take on old-school brawlers on mobile.
We Don’t Understand The Computer as a Medium of ExpressionCRAWFORD Chris, We Don’t Understand The Computer as a Medium of Expression (Skype)
While we have achieved grand things using the computer as a tool for creating expressions in traditional fields such as graphics, animation, cinema, music, and literature, we have spectacularly failed to utilize the computer itself as a medium of expression. The solution to this problem is to stop perceiving reality as a collection of objects and start perceiving it as a system of processes.
par CRAWFORD Chris
Chris Crawford has designed and built 14 computer games. He ran games research at Atari in 1983. He wrote the first book on computer game design. He wrote and published the first periodical on game design. He founded the Game Developers Conference and ran it for the its first years. He has written five published books, many articles and papers for periodicals, and lectured all over the world on the problems of game design. He has built a technology for interactive storytelling.
jeudi 20 décembre
Out of school and diving into productionRIZZO François, Out of school and diving into production
Memories Retold is the first game we worked on right after school. We’ll share a few technical tips on to how to work as a (mostly) junior team for one year and half with a famous English animation studio for a Japanese publisher to ship a game on 3 platforms, just in time for the world war one commemoration.
par RIZZO François
François Rizzo studied cinema and many other things before deciding to work on videogames. He graduated from Cnam in 2016 and joined Digixart at the start of preproduction of 11-11 : Memories Retold as a game and level designer, which happens to be his first game.
DigixArt’s Core Team is a mix of experienced veterans from AAA industry and younger talented developers with high potential. The team strive to create meaningful games and believes both in mobile gaming and pc-consoles long term growth.
Our network of international freelancers and partner studios enables a flexible and powerful capacity. It allowed the studio to ship is first IP after only 9 months of production.
Streaming in styleEVERS Katleen, Streaming in style
Power to the Developers!
New tools are today available to make the spectators interactive during the Streaming Session in real time. Bringing awareness of the importance of Streaming and doing it in style, why now, how, and on what levels?
par EVERS Katleen
4EversGames - Genvid Technologies 4EversGames - Genvid technologies
In the Gaming Industry for more than 15 years, Katleen took new, fresh start, heading for innovative journey and exciting challenges in January 2017! 4EversGames was born! 4EversGames’s drive is to help, assist and advice Studios with their games and the digital distribution of their PC content. Chasing investments, scouting games and Evangelism for Third Parties (Genvid Technologies, Nutaku) is also part of 4EversGames’ activity. Creating a unique partnership, heading for prodigious, future adventures, that’s the goal of 4EversGames. “Games and Passion”.
About 4EversGames - Genvid Technologies
4EversGames is all about the Day-to-Day life of PC Games with worldwide partners, supervising setups and promotions, hunting down one-shot deals and coordinating awesome business opportunities
Facial animation and real-time productionCAULKIN Steven, Facial animation and real-time production
This lecture will discuss the technology and production pipelines used to create performance-driven facial animation and the potential for real-time techniques to transform the way digital characters are animated. Cubic Motion's technology is used to produce animation for a number of AAA games, such as Spider-Man, God of War and Hellblade: Senua's Sacrifice. This allows artists to use Computer Vision and Machine Learning to create high quality facial animation from performance data. Recent developments in real-time technology demonstrated with Hellblade at Siggraph 2016, MeetMike at Siggraph 2017 and Siren at GDC 2018 open up new possibilities for real-time animation pipelines and Virtual Production.
par CAULKIN Steven
Cubic Motion www.cubicmotion.com
Steve completed his PhD in Computer Vision in 2001 and went on to develop an interest in machine learning techniques for visual effects and animation. He joined Cubic Motion in 2009 to help build a new generation of facial animation technologies, enabling highly efficient, convincing character pipelines for many AAA games titles and VFX projects. Recent work has focused on real-time digital characters
About Cubic Motion
Cubic Motion was founded in 2009, developing cutting edge computer vision and machine learning technology. This platform has enabled its specialised production team to deliver facial animation for projects such as Ryse: Son of Rome, Until Dawn and Hellblade. The company's computer vision and facial solving technology was awarded the Siggraph 2016 Best Real-Time Graphics and Interactivity prize, along with Epic Games, Ninja Theory and 3Lateral.