Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
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Sponsored Sessions

Data Management For Modern Game Pipelines
Data Management For Modern Game Pipelines
The process of integrating the content produced by artists into a complete game pipeline is a complex and often overlooked problem. In this talk, we present a vision of how game content pipelines are structured in the real world based on our experience working with developers in the field.
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  Autodesk Kynapse
Oh my.Maya is Qt!
This session introduces you to the brand new user interface (UI) inside of Autodesk Maya 2011 which uses the Qt framework by Nokia.​
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Exploring the Maya Entertainment Creation Suite
Exploring the Maya Entertainment Creation Suite
This session introduces the powerful line up of products available in the Maya Premium Suite. We will cover a workflow that focuses on Modelling, Animation and Effects utlising the four main packages that comprise the Maya Premium Suite: Maya, Mudbox, Motion Builder and Softimage​
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  3ds Max Tips & Tricks
3ds Max Tips & Tricks
This session will cover a wide range of tips and tricks in 3ds Max for modelers and technical animators. Louis Marcoux provides video tips and tricks in 3ds Max on his blog (area.autodesk.com/louis) and he prepared a few exclusive subjects for this session. Learn new practices and new tools that you can bring in your games creation pipeline.
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Take Your Lighting Tools to the Next Level with Autodesk Beast 2012
Take Your Lighting Tools to the Next Level with Autodesk Beast 2012
In this session we will introduce the new version of Beast and how it can help you improve the lighting in your games with Global Illumination. We will cover how Autodesk Beast 2012 can create high quality lighting for a large range of games and platforms and how it can be integrated in tools for fast iterative lighting workflows. We will also show the latest version of the unreal engine integration and how it can cut the lighting iteration times without sacrificing runtime performance.
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  Casual/Social/Mobile
Casual/Social/Mobile
In this GDC sponsored session, Jamie Gotch takes some time to talk about the unique issues of casual and mobile games titles while demonstrating the strengths of using 3ds max to develop content in 3d even when the target game is 2D.
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