What happened to the GDC videos?
March 23, 2007 · Print This Article
Work happened. I want to record these videos ASAP, but have been busy as hell with Lair. Please bear with me…
GDC 2007: More Than Just A Pretty Map – Creating Next-Generation Materials for LAIR
March 20, 2007 · Print This Article
Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007) 9:00am — 10:00am
Location (room): Room 3007, West Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All
Session Description: Next-generation materials are more than just an accumulation of color and normal maps. Join us as we take an in-depth look at the techniques that were used to create the highly detailed materials in LAIR. The focus of this session is on the artist. It will present multiple ways to quickly and efficiently create color, normal and height maps for realistic materials. It will also demonstrate different ways of acquiring source data for these maps, for example by scanning real world surfaces. To address the bigger picture, we will look at the material creation process from a technical art director’s perspective. We will review different approaches to a company-wide shader authoring system, and discuss ways to spread authoring knowledge throughout the team.
Idea Takeaway: Attendees will acquire techniques that help them to quickly and efficiently create realistic-looking materials for next-generation games.
Intended Audience: Texture artists and art department managers working on next-generation 3D games.
GDC 2007 Downloads
Local Shockwave Version
Adobe Acrobat .pdf (2.4MB)
Original OpenOffice Impress File (4.5MB)
Powerpoint File (4.7MB)
GDC Downloads
March 19, 2007 · Print This Article
Powerpoint presentations have been added to the Articles page, but I haven’t had a chance to finish the workflow video. Been battling a cold for the last week and my voice still isn’t exactly where it should be. I don’t want to sniff every 10 seconds
GDC Downloads
March 15, 2007 · Print This Article
The Shockwave and Acrobat versions of my GDC slides are now posted on the Articles page. Expect the Powerpoint files and workflow videos during the weekend!
Clarification
March 10, 2007 · Print This Article
Maybe, while we wait for the GDC downloads to get finalized, I should clear up some confusion. Various people, after reading summeries of my session on the Interweb tubes, seem to have gotten the impression that my session could be easily summerized as “Lair didn’t look good until we used normal maps – you should all use normal maps!”
I did indeed make that comment in the beginning – as a quip to demonstrate that if it really was that simple, I wouldn’t have anything to talk about in the first place. Normal mapping is a widely used (and not all that complicated) technique that has been been applied successfully in many of the greatest blockbuster games we have played over the past few years. My talk concentrated on the fact that in the end, normal mapping is not a big wonder weapon, as some people might think. Your visual results always depend on the quality of the normal maps that are applied to a game, not the simple fact that you can do it in the first place. I did the session to present a few ways to increase that quality.
I just thought that it would be worthwhile to point out the distinction. Keep in mind that GDC is a developer conference. It’s all about the behind the scenes stuff, and about sharing knowledge that will help our industry to become better at what we do – so that we can all learn, evolve…and get the fuck off this planet. I’m not sure about that last part. But hey, any chance to quote the late great Bill Hicks
There And Back Again
March 8, 2007 · Print This Article
I’m back from GDC, with a shiny new copy of Motorstorm from the Playstation store
Can’t wait to play the game online – my PS3 account name is “Matthias”, look me up in some online games!
I think the talk went well (and yes, it was technical
), and I’m incredibly excited for the future of the PS3 in general. Gonna get all downloads for my lecture ready in the next week or so. Thanks for showing up!
Three days to GDC!
March 4, 2007 · Print This Article
As I’m sitting here pulling together my GDC lecuture, I notice that as usual, I have way more material than I anticipated. The challenge, also as usual, is to make it all fit in a 45 minute lecture that is indepth enough to get the coveted “that was useful!” label from the audience, without being so detailed that it gets boring and long-winded.
I think I can strike a good balance: I will have some very useful (and hopefully eye-opening) workflows to help texture artists and producers alike, and on the fun front I promise some Lair demos that show off the assets I’m going to present very well and that you probably haven’t seen before. As usual, all the Lair stuff will be “you had to be there”, nothing will be released outside of GDC. But the slides and workflow videos will be available after the show.
Hope to see you on Wednesday!
Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007) 9:00am — 10:00am
Location (room): Room 3007, West Hall
GDC 2007 Schedule
January 31, 2007 · Print This Article
Date/Time: Wednesday (March 7, 2007) 9:00am — 10:00am. Here’s the entry on the GDC page.
GDC 2007 Session
January 16, 2007 · Print This Article
Details for my GDC 2007 session finalized! It hasn’t been posted (or scheduled) yet, but if you’re going to be in San Francisco this year keep it in mind!
More Than Just A Pretty Map – Creating Next-Generation Materials for Lair
Presenter: Matthias WorchSession Description:
Next-generation materials are more than just an accumulation of color and normal maps. Join us as we take an in-depth look at the techniques that were used to create the highly detailed materials in LAIR.
The focus of this session is on the artist. It will present multiple ways to quickly and efficiently create color, normal and height maps for realistic materials. It will also demonstrate different ways of acquiring source data for these maps, for example by scanning real world surfaces. To address the bigger picture, we will look at the texture/material creation process from a technical art director’s perspective. We will review different approaches to a company-wide shader authoring system and discuss ways to spread material creation knowledge throughout the team.Idea Takeaway:
Attendees will acquire techniques that help them to quickly and efficiently create realistic-looking materials for next-generation games.Intended Audience:
Texture artists and art department managers working on next-generation 3D games.
This should be a really fun session! I have a lot of material and demos to share. As usual not many slides, mostly realtime demos that show how stuff is actually done in the applications. Some topics circle back to my GDC 2005 talk, so I can build on a lot of the concepts and ideas that I presented back then. I used similar material to educate our company, and I had various programmers tell me that it helped them to get a much more indepth idea of what the art department is doing. Even if you’re no artist, this would be a great way to broaden your horizon. Hope you can make it!
Update: Talk is posted on the GDC webpage now. No scheduling yet, though. And an outdated bio
A Postcard from GDC
April 25, 2006 · Print This Article
As mentioned earlier there won’t be any online material from the GDC talk about Lair, but Victoria just got some pictures developed that she took during that time. Here’s one of me setting up before the talk. See, it’s almost like you’re there! No? Not really you say? Ah well…




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