View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Miriam Bellard (Art Director for Visual Development, Rockstar North)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts, Design
Vault Recording: TBD
Audience Level: All
In many video games, the player has control of the camera. However, the developer can control what's on screen through use of the environment to direct the player's movements and attention. Miriam Bellard has been referring to this as spatial cinematography. Miriam's talk explores spatial cinematography in theory and practice using examples from GTA V Online DLC (pre-production to final art). A truly cinematic experience can be developed by adapting film concepts such as shots, editing and 2D screen design as well as understanding how the player interacts with and perceives the game environment. Miriam discusses the effect of the 3D environment on the cinematic experience, including through movement, player attention, and spatial design.
Ideas and techniques that can be used during pre-production to enhance the quality of final in-game environments.
This talk is aimed at anyone involved in environment pre-production, including art directors, environment concept artists, level designers, and environment artists. It will also be of interest to any architects, interior designers, or students interested in working in this area. No prior knowledge is necessary.