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Game Art Remastered: From Crash, to Kerrigan, to Corley Motors


Yujin Kiem (Art Director, Shiny Shoe)

Cory Turner (Senior Artist, Vicarious Visions)

Brian Sousa (Lead Artist, Blizzard Entertainment)

Location: Room 3016, West Hall

Date: Wednesday, March 21

Time: 3:30pm - 4:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: Video

Striking the balance in the production of a video game remaster is tricky business. You can easily please as many fans as you disappoint. With modern tools and technology, gamers' expectations range between revisionism and purism. There is also a general assumption that it is an easy process. In this panel three speakers will share their insights, experiences, and eventual success of remastering 'Crash Bandicoot', 'Starcraft', and 'Full Throttle', three classic games everyone knows and loves. Hear the stories and learn about the unexpected revelations that went into remastering these classic games for the next generation.


Developing a game is never an easy task and there's no such thing as a simple 're-skin'. These case studies will bring a better understanding of what goes into a remaster and how three different developers went through their own unique development process to bring their classic game back to consumers.

Intended Audience

Developers at any experience level and any fans of these classic games; there is no prerequisite knowledge required to understand the content of this talk. Anyone looking to remaster or revamp 32 bit or retro franchises as well as students and artists will have an especially keen insight into three unique development processes.