UFG at GDC 2016
Last week was the Game Developers Conference in San Francisco, and we had a blast at this annual assembly of professional video game devs! While there’s absolutely a focus on learning, inspiration and networking, we connected with old friends and contacts, went to a bunch of meetings and lectures, and even delivered a session of our very own. There were over 24,000 attendees last year, and attendance was even higher this year; GDC is kind of a big deal!
The conference is a combo of lectures, panels, tutorials and round-table discussions about game development, as well as tool and platform showcases, the Independent Games Festival, and the Game Developers Choice Awards.
This year, one of our very own held a lecture on Physical Technical Art. Robert Butterworth hosted the Technical Artist Bootcamp: Let’s Get Physical – Creative Solutions Throughout the Production Cycle. His talk focused on non-digital solutions and workflows that he and his peers have used to improve production processes and overcome digital obstacles that surface in development.
And this isn’t Butterworth’s first rodeo. He has also hosted Tech Art talks at GDC in 2013 on a procedural cinematic engine, and Physical Technical Art in conjunction with Intel’s Perceptual Computing Framework. You can find those talks in the GDC Vault.
Meanwhile, when Rob is off the lecture circuit, he’s a Technical Art Director at UFG, and has been in the industry for over 15 years. He has been involved in the development of 24 published titles, is an admin of the industry forum Tech-Artists.org, and is active in the Vancouver HackerSpace community. If you want to find out more about the projects that he has worked on, check out his website.