GCAP 2017
2017-10-24..2017-10-25
Melbourne, Australia
GCAP ·
[GCAP 2016, GCAP 2017, GCAP 2019, GCAP 2020, GCAP 2021, GCAP 2022, GCAP 2022: Ambition, GCAP 2023: Empower, GCAP 2024, GCAP 2025]
who it's for
game artists, technical artists, Unity developers, indie game developers, character designers, pipeline engineers, vfx artists
topics
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
| title | author | length |
|---|---|---|
| The UI Artist's Survival Kit | Wren Brier | 47m |
A practical Photoshop workflow turns a messy set of ~20 screens (~60 states, ~100 assets) into a maintainable pipeline using Artboards, Generate Image Assets… | ||
| 3D Anime Visuals in Indie Games | Kevin Chen | 46m |
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… | ||
| Real Time Filters: The Art of Aesthetics | Mike Blackney, Isabelle Gramp | 50m |
Covers concrete techniques used to make Dead Static Drive’s look: using lookup tables (LUTs) and gradient maps to warm highlights and cool shadows… | ||
| Let's get serious: the Wonderful World of Character Design | Leonie Yue | 57m |
Character design is presented as a practical pipeline: define the Venn diagram: heart, function, style, brainstorm roles and archetypes, do research and… | ||
| First Pass Final Pass: making animation rock while on the indie clock | Tim Dawson | 53m |
Practical, example-driven rules for shipping playable animation fast: weight and timing are the priority — mass controls everything and timing is the closest… | ||
| Advanced Unity Shaders | Edward Blanche | 57m |
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… | ||
| Creating the Art of ‘A Thin Black Line’ (VR) | Tim Van Patten | 42m |
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… | ||
| Make It Jiggle | Josh Allen | 53m |
Argues for a movement‑first design where weight and perception drive every UI, character and camera motion; demonstrates an audio‑reactive puppet and cites… | ||
| Force Multiply – The art and science of accelerating workflows in CG pipelines | Nils Gleissenberger | 52m |
Argues that building reusable pipeline modules saves measurable time: a reusable Sims exporter plus shared utilities and a central core reduce repetitive work… | ||
| nothing matches | ||