Talks
https://gyazo.com/4f1a1b42689d2eda6cfd019778bf84ee
ARTICLES
Landscape and Material Pipeline of Ghost Recon: Wildlands
World Building of Witcher 3
Skyrims Modular Approach to Level Design
SilverTM - Tips on Game Environment Production
Michael Barrington - Working on Game Assets: Tips and Tricks(Stylized)
Lina Sidorova - City-Building Game Art Breakdown
Veselin Efremov - Environment Building with Purchased Assets
Guillaume Hecht - Meet Mat Winner Breakdown
David Ramos - Finding the Perfect Interior Lighting
Kim Aava - Realistic vs. Stylized: Technique Overview
Oleg Gamov - Creating The World of Assassin's Creed Origins
Samuil Munis - Vegetation Creation Techniques for Video Games
Joakim Stigsson - Desert Gas Station: Environment Production Breakdown
Stefan Jevremović - VFX Staples: Shape, Color, and Motion
Karol Miklas - Vehicle Production for Games
Escape From Tarkov: Game Tech Overview
Recreating Old School Contra With Modern Tech
Cryengine Forge - Check out how we use Substance with CRYENGINE to create an iconic asset for Hunt: Showdown
Melissa Buffaloe - Modeling and Texturing the World of Middle-Earth
Rodrigo Lloret How to Find Good Lighting For Realistic Interiors?
Polygon Academy - 10 Insider Tips For Artists Applying To Game Studios
Polygon Academy - WHY Your portfolio needs to be on ArtStation
Xiaopeng Shen - Bringing Variety and Style to Mundane Places
Phillip Zhang - How to Create Skies for 3D Games
Abigail Jameson - Amazing Lighting for Simple Scenes
Michael Wu - Creating a Cafe in UE4
Bondok Max - How to Create a Realistic Looking Breakfast in 3D
Victor Kam - Automatic Stylization for Realistic Assets
Stefan Oprisan - Recreating The Division in UE4
James Ritossa - Learning Substance: Professional Tips and Tricks
Timothy Dries - Recreating Realistic Evening Lighting
Tom Jacobs - Tips and Tricks: Material Production in Substance
Abel Dopazo - Forgotten Temple Environment Breakdown
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80LV
Ilya Ivanov - Creating an Ominous Scene in UE4
Unity - Rendering in the fast lane: Real-time results for automotive
Ilya Nedyal - Rubble Modular Set Production (3Ds Max/ZBrush/Substance Painter)
Maxim Dorokhov - Smart Environment Production Techniques (AS Challenge Submission Breakdown)
Clinton Crumpler - King Wash Laundromat: Realistic Scene Building in UE4
Mats Myrvold - Advice for Stylized 3D Art Production
Ben Wilson - Samorost meets Machinarium: Breakdown
Adam Idris - Creating a Cryo Lab in UE4
Duard Mostert - Tommy Gun Production: Weapon Breakdown
Albert Soto - Rocky Environment in Substance Designer & ZBrush
Scott Pearce - Recreating Warhammer 40K Style
Naughty Dog - Game Character Creation
Mederic Chasse - Smoke Lighting and texture re-usability in Skull & Bones (VFX)
Mederic Chasse - Real-Time VFX: Overview from Mederic Chasse
Sven Mrđen - Old Western General Store
Harry Emelianov - Breakdown: Animated Raindrop Material in UE4
Harley Wilson - Lighting Studies
VIDEOS
Stylised VFX in RIME
Ultimate trim texturing techniques of Sunset Overdrive
Ryan Kingslien - How to get your work noticed
GCAP Conference VoDs
Noclip - Horizon Zero Dawn Documentary
Andrew Price(Blender Guru) - The 7 Habits of Highly Effective Artists
B and H - Visual Flow: Mastering the Art of Composition with Ian Plant
SebastianK94 - What I Learned from 3 Years as an Artist in AAA Game Dev
Jonathan Cooper - Interactive Cinematics In Uncharted 4
John Carmack - Tech Talk
Alex Senechal - A Few Common Scifi Mistakes - Quick Ways to Improve
Michael Vicente - How to get a job at Blizzard(Interview)
Gnomon - The Making of God of War with Santa Monica Studio
Digital Dragons - DD2018: Dan Vavra - Designing historical open world RPG
Andrey Sarafanov - Tanks Functional Design
Jacob Norris Interview - Creating Environments in Uncharted 4
Vox - The Surprising Pattern Behind Color Names Around the World
Josh Lynch - Podcast with Ryan Kingslien
PolyMatter - The Challenge of Creative Work
Treehouse Ninjas - Gamedev Week 2018: Environment Art in Wolfenstein II - The New Colossus
Jacob Norris - Substance Painter Breakdown: Texturing NVIDIA's Project Sol
Craig Perko - Heliodor's Modular Buildings: Dragon Quest 11 Level Design
Blender Guru - Breaking into the Concept Art Industry - Interview with Finnian Macmanus
Hunt: Showdown | Developer Live Stream | Weapon Creation with Alexander Asmus
DigitalFoundry - Red Dead Redemption 2: The Digital Foundry Tech Analysis
4C Conference 2018: Ben Wilson - Breaking Down a Broken Manhattan
4C Conference 2018: Adrien Thierry - Asset Creation in Dishonored 2
CitizenCon 2948 - Panel: Biome on the Range (Substance Designer)
CitizenCon 2948 - Panel: The Mod Squad
Clinton Crumpler - Modular Environment Creation in UE4
Blendercon 2018: Andrew Price(Blender Guru) - The Next Leap: How A.I. Will Change the 3D Industry
CGCookie - Creating Materials for AAA Games with Tanner Kalstrom
MIGS17 - Creating a Procedural Forest Ground Material in Substance Designer
Mathew O - Render and Presentation Techniques ($)
GDC
:
YouTube Channel
GDC 2014 - What Modern Interior Design Teaches Us About Environment Art
GDC 2014 - Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us
GDC 2016 - Global Illumination in Tom Clancy's The Division
GDC 2016 - Interior Design and Environment Art: Mastering Space, Mastering Place
GDC 2016 - Killer Portfolio or Portfolio Killer?
GDC 2017 - Killer Portfolio or Portfolio Killer?
GDC 2018 - Killer Portfolio or Portfolio Killer?
GDC 2018 - Unity at GDC Keynote
GDC 2018 - GDC Vault
GDC 2018 - Unreal Engine Fortnite’s Real-Time Lighting Techniques and Tools
GDC 2018 - Making the World Give a Damn About Your Game in 2018
FlippedNormals
:
YouTube Channel
FlippedNormals - Using Contrast to Improve Your Art - Art Fundamentals
FlippedNormals - Top Tips for Becoming a Better 3D Artist
FlippedNormals - Harsh Truths About Working in the 3D Industry
FlippedNormals - Staying Motivated as a Artist
FlippedNormals - Achieving Mastery - with Matt from Matt VS Japan
FlippedNormals - Hard Surface Modeling Essentials: Curved Surfaces
FlippedNormals - The Real Reason We Use Reference
Polygon Academy
: Youtube Channel
Polygon Academy - Artists: What to do when you fail.3 HUGE lessons from a game industry artist
PODCASTS
Crunchcast Podcast - Game Art Related/Working in Games
Art Cafe Podcast
Student Art Podcast
Environment Art Podcast
CGI Podcast
The Futur (Design Related)
Game Art Institute Podcast
STREAMS
Nightdive Studios - System Shock
BLOGS
Rogelio Olguin - Concepts of Self Learning for Life
Joshua Lynch - Questions I Get Asked A Lot - 001
Joshua Lynch - Revisiting Old Work: Having A Taste Of My Own Medicine
Emil Skriver Forest Ground Photogrammetry + Tutorial
Doshman Ziari - Ardent analyses of Castlevania, Souls, and Bloodborne
Michael Pavlovich - Motivation and Inspiration
Ben Keeling - Substance lessons for beginners
Adrian Courrèges - GTA V Graphics Study
Ebal Studios - Modeling Cars in Polygons
Otto Ostera - Making an Environment in 1 Week Part 1
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Part 2
Daniel Swing - Stylised Dungeon: Modular set Break-down
Cliff Schonewill - Huge Heap of Hopefully Helpful Hints
Vincent Ménier - Everybody Poops
MYLYDY - Tabata fitcross storyboard/writing training
Ronen Bekerman - 3D Architectural Vizualization Blog
1000 True Fans
The Technium - 1,000 True Fans
Whatever - The Problem With 1,000 True Fans
Get Noticed/Working Towards Your (First) Job in the Industry
Vin Hill - Getting your Concept Art noticed
NGON - Sandra Mondahl: How to Get a Job in the Games Industry
Massive Entertainment - 3 Steps to a Massive Internship
FORUM POSTS
Joe Wilson(EarthQuake) - How to Post on the Internet
VLOGS
Tim Simpson(Polygon Academy) ArtStation Challenge: Feudal Japan Vlogs
EP.001. Creating Game Art Environments: Planning
EP.002. 3 IMPORTANT Tips for Greybox Level Design
EP.003. Creating Modular Environments in UE4
EP.004. Use this tool in UE4 to SAVE TIME!(UE4 Blueprint Prefabs)
EP.005. Modeling Trees in 3Ds Max and UE4
EP.006. Tips for Lighting and Fog in UE4 Environments