~/conference

GCAP 2017

date:2017-10-24..2017-10-25
location:Melbourne, Australia
series:GCAP · 10 editions

game artists, technical artists, Unity developers, indie game developers, character designers, pipeline engineers, vfx artists

Photoshop artboards workflow; Generate Image Assets export; Photoshop cloud libraries; NPR anime pipeline in Unity; custom Unity shaders; Shader.PropertyToID usage; GL.GetGPUProjectionMatrix matrix work; RenderTexture depth decoding; LUTs and gradient maps; reusable CG pipeline exporters

titleauthorlength
The UI Artist's Survival KitWren Brier47m
A practical Photoshop workflow turns a messy set of ~20 screens (~60 states, ~100 assets) into a maintainable pipeline using Artboards, Generate Image Assets…
Talk on
3D Anime Visuals in Indie GamesKevin Chen46m
Necrobarista builds an NPR pipeline in Unity that targets anime visuals while staying indie-budget: five hours of content over 12 months with two animators and…
Talk on
Real Time Filters: The Art of AestheticsMike Blackney, Isabelle Gramp50m
Covers concrete techniques used to make Dead Static Drive’s look: using lookup tables (LUTs) and gradient maps to warm highlights and cool shadows…
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Let's get serious: the Wonderful World of Character DesignLeonie Yue57m
Character design is presented as a practical pipeline: define the Venn diagram: heart, function, style, brainstorm roles and archetypes, do research and…
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First Pass Final Pass: making animation rock while on the indie clockTim Dawson53m
Practical, example-driven rules for shipping playable animation fast: weight and timing are the priority — mass controls everything and timing is the closest…
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Advanced Unity ShadersEdward Blanche57m
Shows concrete code and workflows for advanced Unity shaders: using a script to set a global float via Shader.PropertyToID so many materials share a single…
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Creating the Art of ‘A Thin Black Line’ (VR)Tim Van Patten42m
VRTOV translates Vernon Ah Kee’s giant charcoal portraits into a realtime VR piece for Gear VR using Unity, custom geometry experiments and a custom shader…
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Make It JiggleJosh Allen53m
Argues for a movement‑first design where weight and perception drive every UI, character and camera motion; demonstrates an audio‑reactive puppet and cites…
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Force Multiply – The art and science of accelerating workflows in CG pipelinesNils Gleissenberger52m
Argues that building reusable pipeline modules saves measurable time: a reusable Sims exporter plus shared utilities and a central core reduce repetitive work…
Talk on
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