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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Art Direction Summit: Pre-Production: The Lies We Tell

Greg Foertsch  (CEO & Creative Director, Bit Reactor)

Location: Room 3016, West Hall

Date: Tuesday, March 19

Time: 5:30 pm - 6:30 pm

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

Topic: Visual Arts

Format: Session

Vault Recording: Video

Pre-production is the most nebulous part of development and frequently the point where the success of a game's production is determined. If you have ever asked yourself: are we in production yet?, when do we need to create an art bible?, or even what is really in an art bible?, then this session is for you. This session defines the various stages of pre-production and how the visual development of a project can be more predictable yet allow for exploration and play. By identifying clear evaluation points art directors can identify more confidently when a project will truly enter production, postproduction and what requirements are needed to advance through these stages. Additionally, this talk discusses proper art documentation and how the art team hierarchy needs to evolve through the game's development cycle.

Takeaway

How do you encourage play and exploration while making progress more predictable? This session will help you make the most of your pre-production. We will identify clear phases that arise through the creative process and strategies for evaluating progress.

Intended Audience

This session is intended for Art Directors, Artists and Producers as well as anyone else that wants to make the most of their game's pre-production cycle.



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