[game_edu] GDC - Technical Art videos for Game Educators

Bill Crosbie bill.crosbie at gmail.com
Tue Mar 15 22:57:57 EDT 2011


While at GDC this year I undertook a project with the coordinators of the
Technical Art Bootcamp. The goal was to interview as many technical artists
as possible that would like to contribute to a video archive explaining the
field of technical art within game development. I was overwhelmed by the
response of the tech art community. I captured as many videos as I was able
during the week and hope to have several more to conduct remotely.

I encourage you to make use of this resource. It is meant as an introduction
to the many facets of technical art. As such it provides an interesting
overview, but some details are unexplored. I hope to conduct more in-depth
interviews about specific techniques within technical art and other
disciplines at future events.

The archive is hosted at : http://www.youtube.com/opcode6

It includes interviews from:

Jeff Hanna - Volition - Inc.
Adam Pletcher - Volition - Inc
Bronwen Grimes - Valve
Seth Gibson - Microsoft Game Studios
Rob Galanakis - Bioware Austin
Ben Cloward - Bioware Austin
Scott Harbor - EA/Criterion Games
Rob Butterworth - Krome Studios
Jonathan Ferguson - Ubisoft/Red Storm
Craig Goodman - Insomniac Games
Erik Lindvist - Avalanche Games
Martin Nielsen - IO Interactive
Christian Akesson - Sony Online
Jason Parks - Sony Online
Chelsea hash - 1st Playable
Heather Decker - Savannah College of Art and Design
Tyler Goode - Ringling College of Art and Design
Tom Long - Rasmussen College

I hope that you find this useful. Let me know what you like and what can be
improved.

Bill
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
bill crosbie
http://about.me/bcrosbie/bio

It is humbling almost to the point of despair to discover that 15 dozen
screenfuls of ponderous commentary produced by a small liberal-arts faculty
worth of beardy gamer geeks can, with almost zero loss of insight, be
reduced to the three panels of a Penny Arcade cartoon.
~ Julian Dibbell quoted in Wired (September 2007)
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