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Environment Design as Spatial Cinematography: Theory and Practice

Miriam Bellard (Art Director for Visual Development, Rockstar North)

Location: Room 2010, West Hall

Date: Wednesday, March 20

Time: 2:00pm - 3:00pm

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

Topic: Visual Arts, Design

Format: Session

Vault Recording: Video

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.

Takeaway

Ideas and techniques that can be used during pre-production to enhance the quality of final in-game environments.

Intended Audience

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.