LUNCH BREAK Looks Andfeelsgood
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9:30 KILLZONE: SHADOW FALL Arjan Bak • Guerrilla Games Misja Baas • Guerrilla Games ic PRO OUT WITH THE OLD AND IN WITH THE OWL: Principal game-Designer and Environment Art Art Director, Killzone Shadow Fall BUILDING A BRIGHT NEW FUTURE Director, Killzone Shadow Fall An alumnus of the Willem de Kooning Academy of Arts in 2 An industry veteran at age 29, Arjan Bak worked in design and art Rotterdam, Misja Baas first entered the games industry in 2001 as In “Out With The Old And In With The Owl: Building A Bright New roles for Valve and Ubisoft before joining Guerrilla in 2007. Since an Artist for Frontier Developments. After rising to the position of Future”, Arjan Bak and Misja Baas will talk about the new direction then he has played a pivotal role in the graphical realization of Senior Artist at Elixir Studios, he joined Guerrilla in 2005 to initially of Killzone Shadow Fall. Their presentation provides insight into the Killzone series, rising from Senior Artist on Killzone 2 to Lead work on the environments, and later on the vehicles and weapons, the challenges of developing a new direction for a franchise while Environment Artist on Killzone 3 and Environment Art Director on of Killzone 2. In 2009 Misja became the Assistant Art Director on 9:30 remainingKILLZONE: true to SHADOW its roots, using FALL the implementation of new key KillzoneArjan BakShadow • Guerrilla Fall. In addition, Games Arjan was one of the Principal KillzoneMisja Baas3, assuming • Guerrilla responsibility Games for all outsourcing and internal ic PRO featuresOUT WITH like the THE OWL andOLD the ANDconstruction IN WITH of a believable THE OWL: futuristic GamePrincipal Designers game-Designer responsible for Killzone and Environment Shadow Fall’s new Art assetArt Director, development. Killzone In 2011 he Shadow took on the Fall role of Art Director for utopianBUILDING city as Aexamples. BRIGHT NEW FUTURE directionDirector, during Killzone the first halfShadow of the productionFall phase. KillzoneAn alumnus Shadow of the Fall. Willem de Kooning Academy of Arts in 2 An industry veteran at age 29, Arjan Bak worked in design and art Rotterdam, Misja Baas first entered the games industry in 2001 as In “Out With The Old And In With The Owl: Building A Bright New roles for Valve and Ubisoft before joining Guerrilla in 2007. Since an Artist for Frontier Developments. After rising to the position of Future”, Arjan Bak and Misja Baas will talk about the new direction then he has played a pivotal role in the graphical realization of Senior Artist at Elixir Studios, he joined Guerrilla in 2005 to initially the Killzone series, rising from Senior Artist on Killzone 2 to Lead work on the environments, and later on the vehicles and weapons, of Killzoneindigo Shadow Fall. Theirclasse presentation providess insight into CODE 148mmX210mm_Control_Program_Ad_FINAL.pdf 1 10/31/13 4:38 PM GAME DESIGN ART the challenges of developing a new direction for a franchise while Environment Artist on Killzone 3 and Environment Art Director on of Killzone 2. In 2009 Misja became the Assistant Art Director on remaining true to its roots, using the implementation of new key Killzone Shadow Fall. In addition, Arjan was one of the Principal Killzone 3, assuming responsibility for all outsourcing and internal 10:30 10:30 features like the OWL and the construction of10:30 a believable futuristic GamePRO Designers10:30 responsible for Killzone Shadow Fall’s new PRO 10:30asset development. In 2011 he took on the rolePRO of Art Director10:30 for ic utopian city as examples.2 ic 4 direction during the first halfic of the production 3phase. Killzone Shadow Fall. 1 5 C M Y CM MY CODE + DESIGN + STORYCY MAKE A COOKING YOUR OWN GAME ENGINE GETTING NOTICED ON THE APP STORE CMY THE GUTS OF GAME DESIGN AND THE ROLE OF CONCEPT ART IN GAME. INFRASTRUCTUREK BEHIND Game Oven’s very own master chef shares his recipe How to appeal to the right people at the right time IT MAKE IT LIVE AND KICKING WORLD-BUILDING OF GAMES GAME DEVELOPMENT indigo classes CODE 148mmX210mm_Control_Program_Ad_FINAL.pdf 1 10/31/13 4:38 PM GAME DESIGN ART for developing a multiplatform engine from scratch. when releasing games on Apple’s platform. Rami Ismail (Vlambeer) and Brendon Chung (Blendo Discussing the role of concept artists in game develop- Jonathan Wisler • General Manager Games) will have an in-depth chat about the guts of ment, including methodology and production pipelines. 10:30 Bojan Endrovski • Game Oven • Aaron Oostdijk • Gamistry • EMEA at SoftLayer game design and world-building of their games. Co-Founder10:30 Lead ProgrammerLUNCH10:30 SESSIONS PRO 10:30 indigoPRO classe10:30 s JamesPRO Daly10:30 • Lead ConceptCODE Artist • GAME DESIGN ART ic 2 ic 4 FOR THE FULL DESCRIPTION,ic PLEASE SEE THE INSERT.3 1 5 Bojan Endrovski is a developer and co-founder at Aaron startedLUNCH Gamistry with a fewSESSIONS friends in 2008. Since indigoBrendon classe Chung • Blendos Games CD Projekt RED CODE GAME DESIGN ART C M Game Oven. He’s the cook who spent the last three then they’ve successfully released several games to the Y Brendon Chung is designer, artist and programmer. Af- James has been working professionally for 20 years CM MY 14:00CODE + DESIGN + STORYCY MAKE A yearsCOOKING developing YOUR a small OWN multiplatform GAME engine ENGINE that mobileGETTING app markets. 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Currently, EMEA TWELVEat SoftLayer YEARS OF HINDSIGHT REUS: GIGANTIC SUCCESS OPTIMISATION TIPS & TRICKS FOR EARNEST GAMES: WHY PERSONAL CHARACTER DESIGN IN ZBRUSH carefreeBojan Endrovskianimation, font • Gamerendering, Oven easy localisation. • theAaron different Oostdijk partiesPRO that • Gamistryyou’ll have to appeal• to. rentgame project design is andthe cyberpunkworld-building title Quadrilateral of their games. Cowboy. James is the Lead Concept Artist on Cyberpunk 2077. 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Games CD ProjektBuilding RED games for mobile can be a pain, when large A growing conversation about personal games stands design and turning it to a prototype mesh for your game. I’ll if he started over today? game into a runaway hit. Building games for mobile can be a pain, when large A growing conversation about personal games stands design and turning it to a prototype mesh for your game. I’ll Game Oven. He’s the cook who spent the last three then they’ve successfully released several games to the Brendon Chung is designer, artist and programmer. Af- James has beendraw working call counts professionally and low frame for 20rates years are consistently to challenge traditional conventional game design be showing as much as possible, the tools and techniques draw call counts and low frame rates are consistently to challenge traditional conventional game design be showing as much as possible, the tools and techniques 11:30 years developing a small multiplatform engine that mobile app markets.Note: The Lunch studio has will been also on top be of the Collin van Ginkel • Two Tribes • ter yearsMaarten of working atWiedenhof Pandemic Studios, • Abbey he founded Games • as illustrator, conceptualoccurring. Andyartist, will and talk comic about book various artist. tips & tricks philosophies. But what exactly is this new paradigm, that could help speedup your character model workflow. 11:30 11:30Note: Lunch will also be PROCollin11:30 van Ginkel • Two Tribes • PROMaarten11:30 Wiedenhof • Abbey Games • PRO 11:30occurring. Andy will talk about various tips & tricks philosophies.