God of War. Image courtesy of Santa Monica Studio

GDC 2019: Autodesk Developer Day Sessions

Find out what’s new in Maya, 3ds Max and Shotgun.

Couldn't attend our Developer Day at GDC? Don't worry, we got you covered! Catch up on what you missed with these 5 recorded sessions you can watch for free.



 

SANTA MONICA STUDIO PRESENTS: GOD OF WAR

Lead Character Technical Artist, Axel Grossman, takes us behind the scenes on the popular AAA franchise, God of War. See a first-hand example of how animation performance in Maya accelerates workflows for artists at Santa Monica Studio, and how their animation best practices can be applied to other cases at other studios.

 



REACHING GOALS WITH 3DS MAX

Shawn Olson shares his journey using 3ds Max at the center of a gaming pipeline. He covers details surrounding procedural asset tools and how to make team collaboration easier using systems like XRefs and building pipelines around 3ds Max. 
Watch examples from the development of Wall Worm Pro and Black Mesa, showing the ways that 3ds Max was used to breathe new life into an aging game engine. 

 



MAYA 2019: FAST ANIMATION, ARTIST WORKFLOWS AND THE FUTURE

Learn about everything new in Maya 2019. The team behind Maya share the latest updates to animation workflows for artists, provide an inside look at their key learnings from developing cached playback, and give a preview of what to look forward to in the near future. Josh Coyne from Allegorithmic also demos the latest updates to the Substance plugin in Maya, and Jakob Balslev from Rokoko makes a surprise appearance to announce a new collaboration with Autodesk which will make it easier for Maya artists to access high-quality motion capture data.

 


 

AUTODESK & UNITY: POWERING IMMERSIVE EXPERIENCES WITH CONNECTED WORKFLOWS

For over a year, Unity and Autodesk have collaborated to build more connected workflows between Autodesk 3D tools and the Unity engine. In this session, Adam Myhill from Unity walks through prototyping a car commercial (in a ridiculously short amount of time!) – from bringing 3D assets from Maya into Unity, to blocking out ideas, look development, and rendering it out.

 


 
SHOTGUN FOR PRODUCTION MANAGEMENT IN GAMES

The Shotgun team covers the latest updates to Shotgun for games, and Brian Brecht from Epic Games talks about onboarding Shotgun into a AAA game studio, including the technical and social challenges of introducing new tools.

 



Want to make the most out of your conference experience? Be prepared by reading 
What to expect when you’re attending a conference.


 

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