SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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Art on the Small Screen
Thursday, 12 August
8:30 - 10:15 am
Petree Hall D
Session Chair: Leo Hourvitz, Maxis/EA

The Art of SSX3: A Behind-the-Scenes Look at the Visual Development of a Video Game
The creative process used to develop visuals that support and enhance game play.

Henry LaBounta
Electronic Arts Canada
henryl (at) ea.com
Quality Issues in Asset Creation on a Massive Scale for EverQuest II
Unforeseen problems and novel solutions in creative and integrated environments on the EverQuest II project reveal the future of real-time rendered art production in a commercial environment.

Stuart Compton
Sony Online Entertainment
scompton (at) soe.sony.com
An Efficient Production Pipeline Used to Create 52 Full-3D CGI Anime Episodes
How an effective production workflow was established to produce a 52-episode 3D CGI anime series in a short period of time (the same pipeline used on SD GUNDAM FORCE).

Yoshishige Matsuno
Sunrise, Inc.
matsuno (at) db3.so-net.ne.jp

Hiroshi Arima
Artify,Inc.

Shigeru Horiguchi
Ken Suzuki
Sunrise, Inc.
Workflow and CG Tools for the Cartoon TV Program "Monkey Turn"
Unique workflow and CG tools for efficiently making dynamic motorboat-race scenes in the Japanese cartoon TV program "Monkey Turn."

Satoru Yamagishi
OLM Digital, Inc.
satoruy (at) olm.co.jp

Megumi Kondo
Hiroshi Uchibori
Ken Anjyo
OLM Digital,Inc.

 
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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA