Games Gathering 2019 Kyiv
2019-11-21..2019-11-23
Kyiv, Ukraine
[Games Gathering 2017, Games Gathering 2018, Games Gathering 2019 Kyiv, Games Gathering 2019 Kiev, Games Gathering 2020, Games Gathering 2021 Odessa, Games Gathering 2021, Games Gathering 2022 Summer, Games Gathering Summer 2022, Games Gathering 2023 Kyiv, Games Gathering 2024 Lviv, Games Gathering 2024 Kyiv, Games Gathering 2025 Lviv, Games Gathering 2025 Odesa, Games Gathering 2025 Kyiv]
who it's for
game artists, character artists, concept artists, environment artists, vfx and technical artists, art leads and creative directors
topics
character design for Mortal Kombat 11; adapting art style across projects; atmospheric worldbuilding for exploration; weapon modeling and texture optimization; artist pipeline error prevention; vfx and tech art workflows; creating animated cinematics in UE4; futuristic user interface design; career progression for artists; pixel art constraints and CRT blending; sculpt-first character workflow; proprietary engine and facial tech
| title | author | length |
|---|---|---|
| Character Development for MK11 | Vladyslava Hladkova | 32m |
Shows how concept artists at Atomhawk designed characters for Mortal Kombat 11 (WB Games / NetherRealm), outlining the character-development pipeline, visual… | ||
| Adapting to an art style – from 60 Seconds! to 60 Parsecs! | Agata Bednorz | 43m |
Takes 60 Seconds! art and reworks it into 60 Parsecs! by reverse-engineering shapes, form, space, lines/texture, color/values and a final rule about noses — a… | ||
| Atmospheric Game: Creating a World That's Fun and Pleasant to Explore | Roman Huro | 44m |
Explains what makes a game feel 'atmospheric' and which elements create that atmosphere, focusing on visual storytelling rather than words. Covers designing… | ||
| Creating Weapons for AAA Games: Model Optimization and Texturing | Evgeniy Petrov | 33m |
How to build first-person shooter weapon art for AAA games, covering mesh optimization techniques and common pitfalls for weapon models, plus the core… | ||
| Critical Pipeline Mistakes and How to Avoid Them When Drawing Images | Sergey Egorov | 50m |
A 3D generalist with three years’ professional experience describes common critical mistakes in art pipelines for game projects and how to avoid them when… | ||
| VFX/Tech Art Roundtable | Valentin Minitskiy, Taras Tereshchenko, Dmitriy Baydachnyy, Bohdan Oleinyk | 01h 16m |
A panel discussion on VFX and technical art in game development featuring Valentin Minitsky (Lead VFX Artist, Wargaming.net) with panelists Taras Tereshchenko… | ||
| Creating an Animated Short in UE4: From Concept to Comp | Aleksandr Maziura | 29m |
A 3D artist describes his process for producing a short animated film using Unreal Engine 4, covering the full pipeline: 2D/3D concept art, modeling, rigging… | ||
| Designing FUI (Futuristic User Interfaces) for the Marvel Universe Films | Vlad Lysenko | 48m |
Covers best practices for designing and iterating 3D animated futuristic user interfaces (FUI) used in the Marvel cinematic universe, focusing on practical… | ||
| The Artist's Guide to Living a Magical Life | Thierry Lafontaine | 44m |
Argues that learning equals gratitude and shows concrete practice: a unity vs variety painting method where loose scribbles read as realistic forms from… | ||
| Pixel Art - the Art Movement of Restrictions | Thomas Feichtmeir | 45m |
Argues that pixel art is not nostalgia but a movement driven by deliberate technical limits: low resolutions from 8-bit/16-bit consoles and 320×200-style… | ||
| From 3D Pencils to Lead Character Artist: The Journey and Lessons Learned | Aleksandr Kyrylenko | 40m |
A personal career retrospective by Alexander Kirilenko, Lead Character Artist at Fox3D Entertainment, describing the path from early 3D sketching tools to… | ||
| Characters in Mobile Games: Emotion, Personality, Costume | Anna Kolodeiskaia | 42m |
How to make characters in mobile HOPA (hidden object puzzle adventure) games highly expressive by using emotions, personality and costume details to reveal… | ||
| Art of Storytelling – The Remedy way | Saku Lehtinen | 55m |
Practical tour of techniques and tech Remedy actually ships: a proprietary engine and toolchain (they call it Remedy path and a new protocol Vanguard) that… | ||
| nothing matches | ||